Bay 12 Games Forum
Other Projects => Curses => Topic started by: Jonathan S. Fox on November 15, 2008, 10:04:15 pm
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Edit: Forgot to mention saves are incompatible. :-[
UPDATE: Fixed bug with weapons not triggering alarm properly.
UPDATE 2: Fixed crash bug with grabbing loot.
Windows Download:
http://www.jonathansfox.com/lcs/lcs_win32_3.16.1b.zip
Fixes:
* Fixed stack corruption bug with persuasion attacks
* Fixed the election corruption bug
* Fixed bug with display in interrogation screen
Changes:
* Made sleight of hand affect whether stealing is noticed (in general, not just immediately by people you stole in front of)
* Added juice check to engage in cover fire
* Added police SWAT armor
* Changed suspiciousness of weapons, so that it's more black and white
* Disabled crimes about carrying and firing illegal weapons -- the tracking for these is terrible, and I'm not sure they add much that isn't already there
* Made interrogation reduce 'juice' for powerful Conservatives before it reduces their wisdom directly
* Interrogation bonuses for wearing some armors, masks
* Revised income calculations for different selling music, art, tshirts; added material costs to art and tshirts; all these "crowd out" each other, such that you get less money per person if you have lots of people doing it
* Selling music is now much more effective if the person equips a guitar
* Need to equip a spraycan before assigning people to graffiti
* Clothing you wear affects your success in soliciting donations
* Added public nudity arrests for people out raising money while naked, not currently applied to when you run around in site actions while naked
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This breaks save compatibility. Damn, I was doing real well too.
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Ooops, sorry. I forgot to mention that.
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This breaks save compatibility. Damn, I was doing real well too.
Well, you probably can't win with the election bug in place, so you should upgrade.
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So my idea of what sleight of hand does was added in? Now it's actually useful.
This breaks save compatibility. Damn, I was doing real well too.
Well, you probably can't win with the election bug in place, so you should upgrade.
My computer gave me the ability to ignore the bugs from elections and all that. There was only like a 25% chance of the game crashing if I chose that.
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Probably it wouldn't crash much from the election bug, the persuasion bug is more likely to do that. I think the main winning problem with the election bug would be that when tallying how many L+ people are in congress, it would undercount them because some would be beyond L+ and thus not contributing to victory.
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Why is there a limit for L+ people? Are you making a point that nobody is 100% liberal except the LCS or were they being like 122% liberal?
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They were being 122% Liberal. Specifically, imagine we have five boxes next to each other, and we put stones in the boxes to count how many Senators we have of each alignment. The box on the far left represents the count of Elite Liberals, the box in the middle is moderates, the far right is Arch Conservative. If we just look at one of the stones, let's say it's in the Conservative box:
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If an election causes that Senator to be replaced, shifting the seat two steps toward liberalism, then the stone moves to the left:
-*---
If I write my code well, the stone can move around between these boxes, but it'll never be dropped outside of the range of boxes. But if I have a bug in my code, and you're winning your game by getting the country very Liberal, next election the stone could "move two boxes to the left" again, with no check to verify that it's actually moving to a real box:
?-----
Suddenly the seat is off the scale, "more liberal than elite liberal". That's a bug, and it makes the game harder to win, because seats that should be L+ aren't counted as such, since the count in the L+ box is reduced by some of the stones that should be there being off to the left. Furthermore, it corrupts memory because, obviously we aren't working with stones, but we are writing data to specific locations in memory. I've only set aside those five locations in memory to write this information to. If I start accidentally writing data outside of the five point C+ to L+ scale, then the location I'm REALLY writing to could be ANYTHING -- and that is what triggers the error that pops up.
In this case, it's probably not very damaging besides messing up Congress, because the memory right around anything I'm using won't be used for anything except padding in case I make this very error; these stack corruption errors are really common, as I'm sure you've noticed, so much so that the program is actively checking for them and popping up descriptive errors when one occurs. But if it were to write even further outside of the the range it's supposed to be in, say ten or twenty steps too far, it could not only pop up an error message but crash the program by interfering with the code execution -- that data could be vital information telling the program where in memory the program should look for the code for the next bit of game logic, and if that information is changed, the program is reduced to a smoldering heap of crash-to-desktop.
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I started out with a random character (don't ask) carrying an AK-47. Seems nobody cares that he's branishing this in the open. I'm guessing this isn't normal behavior. According to the laws, it's illegal, although look-alikes are allowed.
Course, I recall reading that this was removed, maybe, but the difficulty that gun laws imposed was the first-strike advantage. If it's illegal to carry an AK-47, I have to spend a turn pulling it out of hammerspace. In that turn, the cop might cap my leader in the head, or something. So, the gun laws meant something other than what I could buy at the pawn shop.
By the way, thanks for releasing a new version of the game! I've been looking forward to it for a while!
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Oh, that's not supposed to happen. My intent was for the AK-47 to still cause instant alarm, just not charge with you a crime. I'll have to take a look at it.
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The link has been updated to 3.16.1a, which fixes the bug with the AK-47 not bothering people.
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Another bug:
Whenever I try to (g)rab anything, the game crashes.
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Fixed and download updated. It won't break save compatibility.
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(http://s4.tinypic.com/51rggg.jpg)
This is from the 3.16.0 release, but I'm sure you haven't picked up on a bug with releasing liberals from the lockup.
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If weapons and armor continue to influence non combat tasks, there needs to be a way to easily equip liberals instead of squading them up, getting items from stash, putting it on all of them, then disbanding the squad. Its just a very cumbersome system.
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Actually, that lockup bug was the same as the bug with releasing bunnies from cages which was reported for 3.16.0, and fixed for 3.16.1. I've just tested and verified the text displays correctly now.
I agree there should be another way to equip people -- I'm not sure where that should be. From the activation menu, perhaps, have an option to enter the equipment screen for that person?
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If weapons and armor continue to influence non combat tasks, there needs to be a way to easily equip liberals instead of squading them up, getting items from stash, putting it on all of them, then disbanding the squad. Its just a very cumbersome system.
Seconded.
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I have found a bug with foot chases. When more than one of the escapers break out, some of them seem not to be properly removed from the squad. As the result, they are stuck in some ghost squad, unable neither to be removed from nor to be used for something.
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I agree there should be another way to equip people -- I'm not sure where that should be. From the activation menu, perhaps, have an option to enter the equipment screen for that person?
Personally, I think it'd be best if this new option were right under "Assign bases to the squadless", with a similar name like "Assign equipment to the squadless".
On a somewhat related note, I understand the idea that only squads can gather up equipment from safehouses. But I would like to be able to see the equipment screen when toggling through safehouses with Z -- even when there are no liberals at the safehouse. It would be helpful to know what is stashed at each safehouse in case of a siege, for example. :)
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Liberals sent to the Hospital or Free Clinic are being held a lot longer than the game tells you they will be.
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And finally a fatal bug.
Liberals with the Art skill are still being assigned by default to Make Grafitti when assigning them to Liberal Activism. Continuing to the next day if they are not equipped with paint causes the game to crash.
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Is there an error message? I wrote code to handle that situation, which is apparently not working properly. The art people defaulting to graffiti is easy to fix, but I'd like to deal with the crash directly, since there's nothing preventing you from unequipping the spraypaint after selecting graffiti manually.
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I don't recall it off the top of my head, and I haven't had a chance to sit down and reproduce it. When I get a chance I'll see if I can get a screen of it for you.
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Ah, okay. No worries, you don't need to go out of your way. There's only about 20 lines of code it's likely to be in, and I can easily reproduce it myself if combing those doesn't turn anything up.
Edit: Okay, found it. :) For now you can work around by making sure that either:
(a) You don't ever have people without spraycans doing graffiti.
or
(b) You always have more people selling music than making graffiti.
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Saves not compatible? All it is is a bug fix! Ugh...
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Not sure if its been reported or not but the new screen to choose what people do once recruited requires 2 button presses to get back to the recruiting.
Edit: I just had 2 sleepers caught stealing when only 1 sleeper was set to steal. Was the person directly below them. Think it removed the sleeper and slid the activity down and checked it again.
Edit2: Sleeper recruitment seems bugged. I have a judge who can recruit and at the end of every month it freezes for about 5 or 6 button presses. I think thats when I am supposed to be able to recruit but the screen isn't appearing.
Edit3: I am finding an odd person at the Vegan Co-op. Not sure if its intended behavior.
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We're conservative laws in effect?
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Is direct action implemented?
I've never seen the option for Extend Sleeper Network light up...
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@mainic: Most laws are moderate or conservative. Animal rights is at moderate.
@Little: You need to get your sleeper juice before he can recruit. Note that Recruiting itself is broken. You get juice by having them having them commit espionage.
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Is direct action in?
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What do you mean by direct action? This latest version lets you choose several actions sleepers can do.
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Saves not compatible was because of the features in the 3.16.1 release, not because of the bug fixes. Going from 3.16.1 to 3.16.1b doesn't break compatibility.
- 2 button presses to get back to recruiting is fixed for next release.
- I don't immediately see any way for two sleepers to be caught stealing when only one was set to steal. Their job assignments are pretty tightly linked to the individual characters. What was the other person doing?
- In theory, sleeper recruitment only has one keypress and it displays text right before it. I'll test it when I can to see if I can reproduce that.
- The odd person at the Vegan Co-op would be a result of either Nuclear Power or Pollution being C+. It is not an escaped lab animal, it's just some person.
In order to extend the sleeper network, you need to have a sleeper that was NOT created by brainwashing (brainwashed people can't recruit), and they need to have sufficient juice to recruit followers.
The sabotage and direct action category is not in the game yet. You can actually select that category, but it just displays 1 - Fabricate scandal on the right, which is similarly grayed out.
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The first sleeper was set to steal goods and I think the other was set to promote conservatism to get cred to steal goods
For sleeper recruitment it would seem that it isn't displaying that text. My sleeper has 50 juice and can recruit 1 person. I will keep trying and see if anything changes.
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If the recruitment is successful, you should get a new recruit. It doesn't require you to press anything -- it just notifies you that your recruitment effort succeeded and lets you press a key to continue. If your recruitment effort fails, it will say nothing. One thing to try is if it's still pausing at the end of the month even if you don't have anybody set to recruit?
Recruitment success rate should vary based on infiltration level. At 100% infiltration, it shouldn't take more than one or two months to get somebody. At 0% infiltration, it could take six months or more.
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Do mutants occasionally appear at the nuclear power plant no matter what? If not, then they should.
Are mutants any different than normal liberals?
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I meant going from 3.16 to 3.16.1. Kinda sucks. You would figure it would work.
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Ok, sleeper recruitment is working. I think the previous problem was they weren't getting recruits. However every sleeper you have doing something requires a keypress at the end of the month regardless of if it succeeds or not. Not needed for those just lying low or working the issues but actively recruiting or doing espionage causes a delay at the end of the month.
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Ah, yeah, there's an end of the month delay for spy actions that shouldn't be there if snooping around doesn't turn up anything. I'm guessing that's what was responsible for the delays -- looking at the code, unless I'm blind, there isn't a delay for failed recruit actions. Steal should be the only other one that will cause a delay every time, but it'll also display text every time, so that's okay.
Edit: Just tested, and eliminating the snooping around delay seems to have cleared it up.