EGwhaven v0.4 is out!
I've played through the whole game (and The Horror Back) and found a whole lot of little bugs and weirdnesses that I hadn't even noticed before, most of which are now fixed, as well as discovering the cause of some of the "elusive" bugs that were annoying me before (disappearing weapon auras and monsters stuck in attack animation).
As a side effect of this playthrough, I've also greatly filled out my
Witchaven II walkthrough. Let me know if you spot mistakes or missing secrets.
Here's a list of notable changes in the new EGwhaven:
- Better fix for mouse control, should operate more smoothly. You may have
to re-adjust your mouse sensitivity.
- Tweaked jump height, level 14 should be beatable from a clean start now
(no flight scrolls). It should now be safe to assume this is as close
to the "canonical" jump height as it's going to get (let me know if
you find anything to challenge that assumption).
- Better fix for Hero Time, bringing back the berserk speed while keeping
it under control.
- Behavior of magic arrow and fireball spells adjusted to more closely
match the manual's descriptions (fireball was formerly WEAKER than
magic arrow due to half-assed coding). The "resist or die" property of
fireballs spells is now in effect, and the code has been adjusted to treat
them differently from enchanted morning star, monster or wall trap
fireballs. Lava Fiends and Cirae-Argoth cannot be insta-killed by
fireball spell, either.
- You are no longer allowed to freeze Cirae-Argoth with the Ice Razor sword.
This prevents an unwinnable game glitch.
- Implementation of willow wisp's shocked status changed: it now
stuns the player in place for a second. This was due to some
powerup alterations making the old-new attack almost as useless
as having none. (Also closer to my initial idea)
- Onyx Ring now lasts for one level instead of one life, in line with
comments left by Capstone in the code. Its effect has been made
stronger to match with this. Adamantine Ring now also lasts one level.
- It is now possible to trigger a sprite via a pull chain (e.g. the trap
shooter setup in EXAMPLE.MAP.)
- Midian Warrior's thrown halberd now does damage as it should (although if
you have an Onyx Ring, the "catch halberd from midair" glitch has been
made into a feature).
- When using scare scroll and dual wielding, your off hand is properly
shadowy like the main hand.
- Frightened monsters don't get stuck in their attack animation if you
close in and then back off.
- Ciraean Sentinels don't glitch if they thaw out after being hit with a
freeze spell.
- Trap shooters no longer have their shots displaced far upwards. Seems
ok for all levels tested so far. (Darts in level 2 are a real threat
now)
- Fire arrows do 2x the damage of normal arrows, as originally intended
- Fixes to randomization; random values should be in the proper ranges now
- Midian Warrior with sword and blue cape is now allowed to be placed on
a map.
- Enchantment shrines give the proper number of enchantment charges for the
selected skill level.
- Enchanted weapons should always show their aura and enchanted battle axe
always swing at the correct speed.
- Enchanted weapons don't trigger "Weapon is damaged" messages.
- Powerups tweaked to have 30 second / one minute durations instead of close
to those values.
- WARP parameter, invoke EGWHAVEN WARP # to go directly to LEVEL# without
playing the intro or going through the menu first.
- Automap is no longer zoomed way in at the start of every map, but set at
a more reasonable mid-level zoom.