COX 2 Ver. 1.37.12 released!
The most recent update to the game, while adding a lot of content, unfortunately let a few more bugs through than I could tolerate. This smaller patch addresses a lot of those, and also adds a few quality of life improvements. I want to thank here DirectOrder and Keriel for the important bug reports and quality of life suggestions that led to much of the content in this patch.
IMPORTANT NOTES: These fixes mess with both the preference files and the save game files. What that means: 1. You'll have to reset your preferences after patching. 2. FINISH ANY ONGOING GAMES BEFORE PATCHING! I can't predict what wackiness may ensue if you patch and continue playing a save.
Here's what's new herein:
Major Improvements:
- New saveable option in the Options Menu: Recenter After Auto-walk. This parameter affects when the screen will recenter on your character if you’ve executed an auto-walk (left clicked a square to move there) and the auto-walk is interrupted for some reason, or if you’ve reached your destination. It can be set to one of three settings: Never (functioning as the game has until now - i.e. NOT usually recentering on your character), Always (automatically recentering every time an auto-walk is interrupted or completed) and If Player Off Screen (only recentering if your character currently cannot be seen because you’ve scrolled the screen completely away from them). Regardless of settings, if the auto-walk is completed (i.e. not interrupted) and the player is off screen, the screen will re-center, as it’s always done.
Minor Improvements:
- Most NPCs will now stop moving as soon as soon as you’re adjacent to them, to cut down on the frustration of chasing people who ostensibly want to do business with you. There are only a few exceptions to this: 1. Damsels will continue to panic and hop around - you have to chase them as usual. 2. Knights don’t adhere to this, since they’re looking for enemies, not for you. 3. If an NPC starts its turn in a dangerous square it won’t simply pass its turn where it is.
- The game will now more faithfully scroll “Monster Nearby” or “Monster Sighted” to explain why an autowalk was interrupted.
- Querying Holes of any kind will now overtly specify that the damage caused if you fall in is Falling damage.
- For many squares that cause falling damage, instead of specifying “Damage” in red text they now specify “Falling damage” to be clear. (There wasn’t always space to update the full text of the query, and in a few cases, not even space to do this).
- Updated manual.
Bug Fixes:
- Fixed bug crashing the game immediately after you lose from turning into some sort of were-beast. The bug was caused by a minor improvement I think I forgot to mention in earlier update notes: if you lose the game by turning into a werebeast of any type, your character graphic will now be replaced by a graphic of the appropriate type of werebeast.
- Fixed extremely rare bug that could sometimes allow an NPC’s Speed to be set to 0. When this happened, it would cause a divide by zero error as soon as the NPC tried to move, crashing the game. If you’ve ever experienced a game crash after you take your first move after entering a new level, this was almost certainly the culprit.
- Undid previous change to Stalagmites and Cave Columns, eliminating the new much more serious bug that was introduced to them in the last update (where players were allowed to enter those squares, only to be instantly killed).
- Fixed bug making it impossible for a Were-dragon to ACTUALLY cause Lycanthropy (though the game would falsely tell you you’d caught it).
- Fixed error not lowering Uses Remaining on Midas Touch perk when you use it.
- Fixed bug saving your Cave In Shake Effect preference in your saved game, instead of your preference file, meaning if you quit out of the game and started a new game on return, it would no longer remember your preference.
- Fixed bug making it possible to generate useless and unnamed Rings/Amulets instead of the new monster-sub-type specific protective rings and amulets.
- Fixed bug where, if a Magic Draining Beam Trap removed the enchantment from any form of armour you were wearing and that armour piece provided an increase to any of your four Primary Attributes, the Attribute would not be lowered, essentially transferring the enchantment directly to your character.
- Fixed bug causing Wild Corpses to output the Blindness icon when they swarm you instead of the Insect Swarm icon (and that blindness icon wouldn’t go away, either).
- Fixed bug with 12 Events where the small version of the Event graphic wasn’t appearing when you queried the Event.
- Fixed pluralization error when paying your respects at a Sepulchre that could tell you you gained “1 Faith Points” (instead of “1 Faith Point”).
- Fixed typo in query of Create Golem Scroll.
- Fixed typo in query of Cursed Cemetery Lair title.
Files
Get Caverns of Xaskazien II
Caverns of Xaskazien II
A graphics intensive roguelike. Explore the caves, kill the demon, save one small pocket of the multiverse.
Status | Released |
Author | Virtua Sinner |
Genre | Role Playing |
Tags | dungeon, Dungeon Crawler, Fantasy, Procedural Generation, Roguelike |
Languages | English |
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Comments
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Finally, the long-awaited Recenter option arises! Your game really needed this, good job!