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Game Updated to Version 1.1.2h

[h3]Lots of Bugs![/h3][p]Several new bugs have been identified and fixed. [/p][p][/p][h3]Torch Issue[/h3][p]The torch should be removing itself from your inventory when it is used up. For some reason some spent torches would stay in the inventory, causing weird issues. I am not 100% sure I have fixed it, but I found a very likely cause and removed that. Let me know if you encounter this again.[/p][p][/p][h3]Quicksave and Quickload Are Back![/h3][p]So there was a slight delay after loading/quickloading a game, and it was possible to attempt to save the game while it was still loading. I suspect this may have been at the root of the data loss issue one player faced. I was not, however, able to reproduce the problem.

I did create a check that prevents the game from saving if it is in the process of loading, or loading if it is in the process of saving, so hopefully this will prevent any future data issues with your saved games. I've only seen one report of this, so it's entirely possible that it was a fluke based on very specific factors outside of the game's control. But it is always a good idea to make sure you back-up your saved games if your progress is important to you. [/p][p][/p][h3]Skill to Hit[/h3][p]The Game manual says that Skill is used when determining a hit in combat, but the game was using Strenth and/or Skill (whichever was lowest) and it was a bit confusing. I have made the game match what was written in the manual. Enemies and allies also use skill, so the player is now operating in a way that is consistent with the rest of the game's creatures.[/p][p][/p][h3]Map Floor[/h3][p]In dungeons the map floor shows whatever level the player is currently on. However, i added a small parenthesis in which it will now also show what floor is currently being shown in the map, like this:

Vaults of Zin[/p][p]Floor: 0(-1)

In this case your character is in the Vaults of Zin, on the first floor, while you are looking a the map of floor -1 (one story down). Note: floors consist of multiple layers, so you may have to go up or down a few steps in order to see this number change when viewing the map.[/p][h3]
Snap to Grid[/h3][p]The game has a feature that ensures the character is always aligned to an invisible grid, to make sure everything works like collisions and such. For some reason the player could still occasionally go off-grid, resulting in a strange message like: Wall 0.3212 (or something like that).

Usually, moving around would re-align the player. I believe in certain encounters with enemies, the player could also somehow fall off-grid, and they would not be able to loot the enemy's corpse after an encounter. Somehow I had not imagined the player falling off-grid during encounters, but I've seen it happen. Anyway, I made sure the snap to grid function is called after encounters, so I am hopeful this will no longer occur. [/p][p][/p][h3]Nets[/h3][p]Nets will now break more often then before. Previously, only a critical failure could break a net when trying to capture an enemy. Now there will be an increased likelihood of your net breaking every time you use it. [/p][p][/p][p][/p][h3]Spelling Errors[/h3][p]A few spelling and formatting errors were addressed. [/p][p][/p][h3]2 Ghasts![/h3][p]A gug ally will ask for one ghast captive to eat before he will join your party. However, due to the code I wrote, the gug would take any and all ghast captives you had, with no regard for your own needs. Now gugs will only take one ghast.[/p][p][/p][h3]Map Reading Issue[/h3][p]Reading a treasure map or chart will "activate" that treasure so you can dig it up. However, this variable would get reset if you loaded a game or entered a dungeon, so you would have to read the map again. Now the game should remember which maps you have read.

This same problem was also allowing multiple maps with the same coordinates. Thought this is still technically possible, it should limit it and prevent multiple maps from having the same coordinates at the same time. The game allows maps to recycle coordinates, but only after the previous map has been used, with a delay that should make these recycled maps appear later in the game.[/p][p][/p][h3]Moving Equipped Items[/h3][p]You can move items in your inventory, but equipped items will not move unless you first unequip them. However, some of the armor/clothes items were not following this rule and could be moved while equipped. This would cause all sorts of issues, such as showing the "*" in the wrong slot in your inventory, indicating that an empty slot was equipped. [/p][p][/p][h3]Koth Pendant[/h3][p]There is an item that allows you to interact with gugs without taking a sanity hit. However, while it worked for gugs that were in your party, it did not work with non-party gugs that you interacted with, so they would still damage your wits, even if you were wearing the pendant. This should work properly now. Good luck finding the pendant![/p][p][/p][h3]Boots [/h3][p]Chain boots were showing the same protection as plate boots. This is now resolved, and plate boots should offer slightly more protection than chain boots.[/p][p][/p][h3]Rename Save File[/h3][p]The rename save file should no longer limit the name to the length of the previous name. Saved games have a limit of 32 characters, and this limit should remain consistent, regardless of how you name it. [/p][p][/p][p][/p]

Game Updated to Version 1.1.2g - DEMO UPDATED

[h3]DEMO UPDATE:[/h3][p]I just updated the demo. There was a problem with some of the maze areas in the Vaults of Zin, that would allow players to get "outside" of the level into a kind of dark, void area. You can read more about how this problem occurred and how it was fixed here... [/p][p]https://steamcommunity.com/app/2958790/discussions/0/666096879249241746/

and here...[/p][p][dynamiclink][/dynamiclink]So, while I fixed the problem a while ago, I believe it was still present in the free demo, so players bringing their game from the demo could still encounter the bug.[/p][h3]
Other Bugs[/h3][p]Several other bugs have been identified and fixed. One major bug has been addressed but I am not quite sure if it is fixed or not, so I will be asking for feedback from players.[/p][p][/p][h3]Nightgaunt Issues[/h3][p]There was a certain circumstance in which having a Nightgaunt take you to a dungeon could reset that dungeon's map. I believe this is resolved. I was able to reproduce the issue, and implement a fix that stops it from happening. It's possible there are other situations that could produce a similar result, but I was not able to find any.[/p][p][/p][h3]Mealstrom Issue[/h3][p]The Maelstrom would not show the correct text in the archive in roguelike mode.[/p][p][/p][h3]Betrayal Issue[/h3][p]The game will warn you if you are about to betray an alliance. I loved the idea of having the actual button change to "betray" instead of combat, but stealth can also trigger a betrayal event, so it did not make sense to change both buttons to "betray." Instead I just put a warning in the action log with a sound, giving player notice that they might be breaking an alliance. [/p][p][/p][h3]Quicksave and Quickload Temporarily Disabled - Feedback Request[/h3][p]Sorry about this. I got feedback from a player who had been using these commands often, and somehow all their game data got deleted. I never use quicksave or quickload, I just got used to using the menu, and I have never encountered this, so my suspicion is that quicksave and quickload are somehow responsible. [/p][p]Have you encountered any issues with quick-save or quickload? Do you use them a lot? Have you lost game data before? [/p][p]I think (and maybe hope) the problem may have been caused possibly by something outside of the game ... maybe a power surge or general issue with the player's computer, but it's entirely possible there is a bug I am just unaware of. [/p][p]I tried spamming quicksave and quickload, but I was unable to produce any similar errors. Maybe I am just not hard enough on my games when I test them. I know that is a thing I have. But if anyone out there wants to be really mean to the game and spam quickload/save, I would be grateful if you could provide how, when and where the game fails to save data correctly. [/p][p][/p][p][/p][p][/p][p][/p][p][/p]

Game Updated to Version 1.1.2f

[p]So if you had unlocked the door to Sarkomand, it worked, and if you re-entered the dungeon, it would remain unlocked. [/p][h3]However, [/h3][p]there is a way in this game to "re-form" the dungeons, and if that happened, then the door would again be locked. With the key already found, and taken from your inventory, there was no longer a way to unlock it![/p][p]So now the game will remember if you had unlocked it, and it should remain unlocked.[/p][h3]However...[/h3][p]If all of this happened before this update, then I'm afraid that door will forever locked.[/p][h3]However![/h3][p]If you really me want to, I can explain how to modify your save game file so it will unlock again. [/p][p][/p][p][/p]

Game Updated to Version 1.1.2e

[p]I think this should be the final mouse update. The Options menu will now allow you to adjust the Windows Mouse speed directly. [/p][p]Previously I was adjusting the (optional) Windows Mouse automatically, based on the size of the game window. Well it seems that the Windows Mouse speed (which is a number from 1-20) does not have a linear calculation, so if I set it to 4 (for instance) it is not half the speed of 8, as I had assumed. [/p][p]To answer this problem, I am just going to allow players to set the speed of the mouse directly in the Options menu. [/p][p][/p][p]So now the mouse slider will be used for both Windows Mouse Mode as well as standard mode. [/p][p]If you opt to use Windows mouse mode, the slider number will change to your current Windows Mouse speed. You will see that it will respond much faster in the game window (since the window is scaled) so you can use the slider to adjust the speed directly.

I recommend setting it slightly lower than whatever it shows as the default speed.

That's it folks. The mouse is in your hands now. [/p]

Game Updated to Version 1.1.2d

[p]I got feedback that "Alt-Tab" would close the game window without re-setting the mouse to your default Windows speed. I have updated the script to account for this possibility and it seems to work correctly now.[/p]