New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )
Name | Realm of the Ghost King | |
Developer | Mantis-Eye Labs, LLC | |
Publisher | Mantis-Eye Labs, LLC | | |
Tags | Strategy RPG Singleplayer | | |
Release | 2018-01-15 | |
Steam | € £ $ / % |
News | 14 |
Controls | Keyboard Mouse |
Players online |  0  |
Steam Rating | n/a |
Steam store |  https://store.steampowered.com/app/764370  |
SteamSpy |
Peak CCU Yesterday | |
Owners |  0 .. 20,000 +/-   |
Players - Since release |   +/- |
Players - Last 2 weeks |   +/- |
Average playtime (forever) | 0 |
Average playtime (last 2 weeks) | 0 |
Median playtime (forever) | 0 |
Median playtime (last 2 weeks) | 0 |
Public Linux depots | Realm of the Ghost King Linux [137.68 M]
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LINUX STREAMERS (0)
ROTGK 1.0.4, Whoops |
Naturally 1.0.3 attempted to fix and improve things so it ended up creating some bugs.
Spawn Indicator Issues
The main issue that arose was from the new spawn indicators. Since I had to (slightly) change how enemy spawns worked for that change it ended up that you (or another enemy) could walk into a space an enemy was going to spawn on and they would still spawn there as if everything was normal. Overlapping monsters didn't break anything (though monsters generally have no idea what to do when they're on top of a target) but it was a tad weird.
So that's fixed. You can still walk into a spawn spot if you happen to be standing next to one, but now you'll prevent that enemy from spawning (which could be either good or bad depending on your situation). Other monsters in the level should also avoid spawn spots entirely as well.
Achievement Issues
Someone also noticed that the "I Hate The Ghost King" achievement didn't trigger for their third regicide, and there was a bug that would cause it to never trigger. It will trigger now, so if you're on your second regicide then your third one will win it for you. I also added a quick check that happens when the game loads so you won't have to go and beat the game again if you already have three.
Exit Is Blocked, Sometimes?
This one is especially annoying because it's not easy to reproduce at all and happens very infrequently. I'm not actually sure what the cause was so I spent some time combing over the code that spanws the exits in each map. I changed a few things that could have been causing it, but it's hard to confirm, so if you happen to see it again please let me know!
Hopefully everything is good and I won't need to put out 1.0.5 in the next two days. Fingers crossed!
|
[ 2018-02-01 03:54:31 CET ] [ Original post ] |
ROTGK 1.0.4, Whoops |
Naturally 1.0.3 attempted to fix and improve things so it ended up creating some bugs.
Spawn Indicator Issues
The main issue that arose was from the new spawn indicators. Since I had to (slightly) change how enemy spawns worked for that change it ended up that you (or another enemy) could walk into a space an enemy was going to spawn on and they would still spawn there as if everything was normal. Overlapping monsters didn't break anything (though monsters generally have no idea what to do when they're on top of a target) but it was a tad weird.
So that's fixed. You can still walk into a spawn spot if you happen to be standing next to one, but now you'll prevent that enemy from spawning (which could be either good or bad depending on your situation). Other monsters in the level should also avoid spawn spots entirely as well.
Achievement Issues
Someone also noticed that the "I Hate The Ghost King" achievement didn't trigger for their third regicide, and there was a bug that would cause it to never trigger. It will trigger now, so if you're on your second regicide then your third one will win it for you. I also added a quick check that happens when the game loads so you won't have to go and beat the game again if you already have three.
Exit Is Blocked, Sometimes?
This one is especially annoying because it's not easy to reproduce at all and happens very infrequently. I'm not actually sure what the cause was so I spent some time combing over the code that spanws the exits in each map. I changed a few things that could have been causing it, but it's hard to confirm, so if you happen to see it again please let me know!
Hopefully everything is good and I won't need to put out 1.0.5 in the next two days. Fingers crossed!
|
[ 2018-02-01 03:54:31 CET ] [ Original post ] |