





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hey Everyone, This is a minor build with a small pass of fixes for issues that came up with the last build. The terrain resolution stuff has been replaced (again!) as the previous approach was causing lots of troubles. This one basically tries a widening search for a "safe" location, but because an exhaustive search would be incredibly CPU-intensive, it tries a stochastic (partly random) search. This means it will not always find optimal solutions and there's still "jumping"/"teleporting" - but hopefully it's "good enough" for the rare cases you get stuck in terrain anyway. Let us know if you have new troubles with this new approach! If there's still major trouble, we'll go back to the original solution. Finding a good, reliable solution for this that works with the existing physics implementation and over the network is a nightmare. If it turns out to be a beehive, we'd rather go back to a known-tolerable solution than keep kicking it. Other Fixes and changes in this build:
Full Changelog:
Game Changes:
[fixed] crate falls through platform
[fixed?] potential fix for "stun stuck" bug - not certain!
[modified] vote pass rules - now requires yes > no + 1
[removed] arrows colliding with hearts
[reduced] size of heart collisions
[fixed] boulder doesn't attribute kills
[modified] ctf respawn time drawn in bigger font
[modified] centred inventory amounts printout
Engine Changes:
[added] different (stochastic) stuck-in-map resolution
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