Beeta 1.7
Hey Beekeepers!
So the playtest has sadly come to an end, but on the plus side it meant an end to the torrent of bugs I had to fix :')
Whitethorn's QA team were busy testing the game at the same time too, so there's lots of fun little bugs that we managed to catch here.
Thanks so much to everyone that reported bugs or gave us feedback in these last few weeks!
This patch is a lot of bug fixes but also a few balance tweaks and little changes, including the save slowdown bug! I also added in the achievements to Steam, however you can only unlock the achievement for getting the Dream Bee and the Jurassic Bee at this point, just so that we can test the achievement unlock with Steam overlay. Once it's all working I'll add in the unlock triggers for all of the other achievements.
For Mod Creator's there are also a few new API additions and some long needed fixes to custom NPCs.
Enjoy!
[h2]Changes[/h2]
[h2]Bug Fixes[/h2]
[h2]Modding[/h2]
[h2]Modding Docs[/h2]
So the playtest has sadly come to an end, but on the plus side it meant an end to the torrent of bugs I had to fix :')
Whitethorn's QA team were busy testing the game at the same time too, so there's lots of fun little bugs that we managed to catch here.
Thanks so much to everyone that reported bugs or gave us feedback in these last few weeks!
This patch is a lot of bug fixes but also a few balance tweaks and little changes, including the save slowdown bug! I also added in the achievements to Steam, however you can only unlock the achievement for getting the Dream Bee and the Jurassic Bee at this point, just so that we can test the achievement unlock with Steam overlay. Once it's all working I'll add in the unlock triggers for all of the other achievements.
For Mod Creator's there are also a few new API additions and some long needed fixes to custom NPCs.
Enjoy!
[h2]Changes[/h2]
- Honeycore Crystals now sell for 3 honeycore each, Honeycore Shards are still 1 honeycore each
- Bottles now only cost $1 each
- Mainlander Money now sells for $25 each
- Added the ending sequence SFX
- Tweaked world gen for the demo to try and avoid awkward lake cut-offs
- Weather, recipe, altar, and noticeboard notifications now auto-dismiss after a short period on PC like they already do on console
- Heaters + Coolers need higher levels of bees discovered before being unlocked to encourage using the biomes before getting spoilt by machines!
- Town Noticeboard now only needs you to have discovered 6 bees to start handing in quests
- Beenjamin quests in the Town Noticeboard have higher bee produce added to the reward pool
- Skipper quests in the Town Noticeboard now give a proportional amount of mainlander money (i.e. requirement is 3 bottles, you get 3 moneys)
- Bobbee quests in the Town Noticeboard have honey frames added to the reward pool
- Merchant quests in the Town Noticeboard now correctly pick from ALL tracks in the game, not use the first 6
- Clock in the corner now explicitly says day/dawn/dusk/night
- Added in the ability to unlock the achievement for Dream Bee + Jurassic Bee so I can test some achievement things!
- Re-ordered Beenjamins shop stock to be in order of level unlock
[h2]Bug Fixes[/h2]
- Fixed dropped items not deactivating off-screen
- Fixed auto-save not clearing the discovery list each save, meaning save files grew exponentially until the save was impossible to complete
- Added a fix to automatically clean up your save if you have one of the saves from 1.6 that had this exponential issue
- Fixed not being able to place tiles underneath potted plants
- Fixed lights deactivating offscreen too quickly
- Fixed being able to stack flowers by shift placing them
- Fixed noticeboard text in window mode being cut off
- Fixed some book elements in window mode being cut off
- Fixed repeating paragraph on quest "Get Building"
- Fixed mead buffs counting down while the game is paused
- Fixed Beeboxes/Beebanks not updating the output when a bee matching the current selected bee stats is added
- Fixed blessed queens counting as 2 bees in Beeboxes + Beebanks
- Fixed not being able to right-click drop infused mead onto more of the same mead as the right-click drinks the mead instead
- Fixed being able to interact with the world with the mouse while the game is paused
- Fixed Shrub Saplings being liars and saying you can use them in Squeezers
- Fixed being able to highlight beebox/beebank gui elements outside the menu
- Fixed tree health showing -0.0 for a split second when punched to death
- Fixed being able to sell Honeycore Crystals + Honeycore Shards to NPCs for Rubees
- Fixed not being able to sell Honeycore Crystals + Honeycore Shards to Bobbee for Honeycore
- Fixed being able to put honeycore in Bobbee's buy slots
- Fixed drained treetap still showing a "next produce in 10s" gui tooltip in the menu
- Fixed tiles being able to be duplicated by hammering extremely fast and on a specific frame - or at least I've made it harder to do anyway haha
- Fixed Bottler not resetting tank to be empty after using up all the liquid when bottling something
- Fixed using red close buttons or "Bye" in NPC dialogue menus not closing all menus in Focus Mode
- Fixed being able to still hand in noticeboard quests when you haven't got the items on you
- Fixed Extractors putting output items in the frame output slots
- Fixed being able to close crates while the noticeboard is open and have the quest still able to be handed in
- Fixed not having enough honeycore in shops showing the wrong tooltip
- Fixed flower mutation not creating a pool, so it was bias to higher tier mutation recipes
- Fixed normal mead in quest icons not having a full tooltip
- Fixed mouse held item not resetting on new world creation
- Fixed some types of mead not having effect info in quest icon tooltips
- Fixed both Barnabee and Abbee crashing when opening their shop and < 10 bees/flowers are discovered
- Fixed Beekeeper's Delight not being discovered by default
- Tweaked collision slightly to avoid a rare "one way" deep water layout - if this messes up collision in general then you can blame a123qwertz567 and Dues!
[h2]Modding[/h2]
- You can now specify an "item_sprite" property in obj_definition and menu_obj_definition to use an alternate 16x16 image for items + slots
- You can now specify a "tier" property in the bee_definition and the game will try and put the bee in that tier. If there is no room it will try the next tier up, defaulting to 5 if no room anywhere
- Added api_define_gif() - similar to api_define_sprite() but will append your given name with "gif_" instead allowing it to be used in quest definitions
- Added api_blacklist_input() which allows you to prevent standard input on a specific menu object oid when open, like how writing in signs doesn't open the book when pressing G as you type
- Fixed api_get_inst_in_circle() and api_get_inst_in_rectangle() crashing when used
- Fixed api_define_item() and api_define_object() setting the "shop_key" value to true regardless of what you give it (meaning all items became key items)
- Fixed dialogue not working for custom NPCs
- Fixed custom NPCs throwing an error when trying to buy custom items from them
[h2]Modding Docs[/h2]
- Updated docs with new properties for the definitions
- Updated Sample Mod to include an example gif sprite to use with a quest definition
- Updated the api_define_quest() example to add a gif
- Added api_unlock_quest() to the docs as it was in the API but missing from the docs
- Added api_define_gif() definition
- Added api_blacklist_input() definition