1.7 Beta 2

New releases and announcements from George and the staff.
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george moromisato
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Thanks for all your bug reports! I've fixed many of the major issues and released a new build. Download at the usual place (http://kronosaur.com/downloads/TranscendenceNext.zip). Previous 1.7 versions should upgrade automatically (as long as you're signed in).

The full list of fixes is here: https://ministry.kronosaur.com/program. ... sed&tag=67
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Song
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Seems good so far. Only issues I'm finding are more longstanding ones IE: Not stuff that needs patching instantly.
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erwgd
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I've had no luck for 2 games with starting the final Benedict mission. In one game I managed to complete all the previous missions in both games, but I couldn't find the quest giver in Eta Ceti. In the other game I completed every mission except making contact with Stormhound.
Looking through the code it looks like the quest giver should be hanging around the gate to the previous system, but I haven't found them there.
george moromisato
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erwgd wrote:I've had no luck for 2 games with starting the final Benedict mission. In one game I managed to complete all the previous missions in both games, but I couldn't find the quest giver in Eta Ceti. In the other game I completed every mission except making contact with Stormhound.
Looking through the code it looks like the quest giver should be hanging around the gate to the previous system, but I haven't found them there.
Send me you save file ([email protected]) and I can take a look. Thanks!
relanat
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erwgd wrote:I've had no luck for 2 games with starting the final Benedict mission.
I've had this too, in 1.7b1 and now in 1.7b2.

In the latest game (1.7b2) there is an intact Penitent Monastery and an armoured Commonwealth colony in Eta Ceti. No mission appears in the Ship's Interior Mission screen. No sign of the Changeling and going to the Commonwealth colony and entering the Meeting Hall only gives the default "The meeting hall is busy with commercial activity;" message. The option to help in Eta Ceti was taken at the end of the Sanctuary "Rescue Benedict" mission.
Stupid code. Do what I want, not what I typed in!
JohnBWatson
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Should I assume that the sequence breaking is intentional, as a beta testing feature? If this is so, it may be worthwhile to implement it as a toggleable global boolean so that the code doesn't need to be changed every time something has to be tested, and the causes issues like the inability to start the final mission are more easily identified and resolved.
JohnBWatson
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I tried to trip up the code by destroying my own ship in the Penitent ship. Turns out the game just lets you keep the Penitent ship, limited facings and all. Clever.
george moromisato
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JohnBWatson wrote:I tried to trip up the code by destroying my own ship in the Penitent ship. Turns out the game just lets you keep the Penitent ship, limited facings and all. Clever.
I need to add a custom message, and probably set a flag so the ship always leaves a wreck.

Note also that in the future you'll be able to buy another ship, so it won't be a total loss.
JohnBWatson
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Same issue with no quest giver for final Penitent mission. Made a tag.

I should note that I love the new direction you've taken the missions in. I've always believed that it was possible to populate an entire questline without resorting to templates like "destroy ship/station X" or "escort ship A from point B to point C", and I'm glad to see that belief validated. I predict many upcoming mods that take advantage of this inspiration.
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