


Intending to work on some minimal stat tracking before release just to give you a log of all your games, wins / losses per class, your win / loss ratio on daily challenges etc.Some slight performance upgrades to the mini-map so be on the lookout for it behaving oddly since I had to rewrite a lot of its code (its a pretty big performance hog).This mode will be locked when the game goes live to only allow you to try it once per day.everyone should get the same exact dungeon. Using this gen I've added a daily challenge mode that selects a random class and puts you in a dungeon genned from that days seed i.e.This is also where all crash logs will be printed. To open the console window hit F11 in game and go to the console tab at the top of the screen that pops up. Your seed is stored in gs.seed if you want to reference it for bug reports, make sure to also note the zone name and level you are on. Throughout the duration of early access I'm leaving all the dev commands enabled in case you get stuck and need to warp past something or want to test something out.I actually have been able to identify and fix a bunch of those odd cases we were getting with no stairs appearing and otherwise disconnected levels. This is enormously useful for debugging since its been helping me find a whole bunch of generation bugs since I can recreate the exact level and fix them.Can now gen the entire dungeon from a seed, resulting in identical levels each time.Added a final test at end of level gen to determine if there are disconnected areas and force a regen of the level.Charging or sprinting over a bear trap (from within a poison cloud) will no longer soft lock game.
#ROGUE FABLE III UPDATE UPDATE#
Fixed so you can stop auto exploring with e Rogue Fable III Update 1.Fixed it so you can cancel abilities with numkeys and clicking on them again.Fixed the transfer table crash w/ charms.
