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  3. Update 1.27.1

Update 1.27.1

Just sticking with the small updates for this week, getting everything flowing smoothly again. Will be calling these 1.27.X for this week so that we don't end up with some absurd release numbers.

Definitely a ton of huge improvements, changes and additions coming a week or two from now that I'm very excited about. Most of its all completed on the dev-branch so the implementation should go quite smoothly. For now though, I'm just gonna focus on getting back to regular updates by keeping these small and unlikely to make a mess.

Quick note: you may need to reset your default controls occasionally as I make updates, particularly in the next few weeks when I'll be making some big changes to controls and interface. I don't think it crashes if you have keys bound to stuff that I've moved or changed, but if your keys don't appear to be working, just go into the options and do a 'restore defaults' and that should fix it.

Update 1.27.1:
  • Overhauled the popup text system so that they actually queue up correctly without overlapping.
  • Popup text now follows characters to keep it more obvious what the text is referring to.
  • Changed the way fire shrooms and traps generate so that they no longer block hallways and are more likely to spawn in large open rooms.
  • Agroed enemies will now remain visible even when out of sight. I found this just helps keep everything clearer by not having tons of stuff happening 'off screen'.
  • Quite significantly reduced the bonus on items from enchantment modifiers. +3 items were just absurdly OP, in particular weapons, and oftentimes the game was going from challenging to absurdly easy due to a single modded weapon drop.
  • Bug Fix? Shift + Space now works to rest just like shift clicking yourself. Not sure if this is a recent bug or if it never actually worked, but its working now :P.
  • Bug Fix: The players LoS was leaving behind 'visible' tiles which, amongst other things, was causing auto explore to indicate 'nearby danger' due to enemies standing halfway across the map on a 'visible' tile.
  • Bug Fix: Fixed staff damage scaling (I think I messed this one up with the previous update so its fixed now).



Side note with regards to enemies remaining visible while agroed:

A bunch of changes to enemy pathing will be coming (already on dev-branch) to fix issues that I noticed when I made this change. Specifically in regards to enemies not following each other down halls nicely (they think the path is blocked and so often take crazy long ways around). This is a big issue with bolt spells, where narrow hallways should be one of their best use cases but due to this odd pathing its hard to get a good line up. This is the same issue as auto explore getting blocked, so I'll be catching all of these soon.

Feeling much better in general, now that I'm back into the regular swing of things. Just wanted to give a big thanks to everyone for being so supportive and understanding during this period, it was definitely a struggle. I learned a lot though and am eager to get back at it.

So about a week of little micro updates like this, then I'll sit down and figure out which of the many large changes or additions I'd like to bring over first.