- Particles as a whole behave very oddly. They don't spawn where they're supposed to and have wonky hitboxes? (someone screwed up the particle files; copying them over from 2.6.8 might fix the problem)
- The grub mum doesn't move at all after going down the drain (either a script or a physics issue)
- Grub bugs appear to have super-large hitboxes for their bite attacks. You take damage even when simply walking past them without really touching them.
- Book of morph seems to be buggy, after transforming and untransforming, the character takes no damage
- Backstabbing works from extremely weird angles and produces duplicate messages
- Archaeologist Starter: pf5234 was trying to lure snakes into a trap, and then got a message to "RUN! RUN whatever", something must've triggered :\
- Frights are impossible to hit with weapons or healing touch
- Braziers' flames have super-large hitboxes
- The Gelfeet is immobile
- When receiving a present from Santa, it doesn't actually appear
- Revert the inventory system back to how it used to be (two buttons to cycle through items rather than one to bring up a menu, no weight limit).
- Taking out an item while already holding a cursed one causes strange things to happen. Revert the inventory system.
- Blood particles take forever to disappear. "End if hits ground" not working? (Could be a physics problem)
- Game crashes when trying to move player 2, 3 or 4 (camera bug)
- Almost all of the game tips displayed when loading a module go off-screen to the left (doesn't happen in 800x600)
- The mouse cursor is just a white square (works correctly in linear and anisotropic in OS X, but default is trilinear)
- Players drop their inventory items upon death (not a script issue)
- Tile mimics cannot be interacted with other than by trying to pick them up (dislocated hitbox? Physics issue?)
- COBOLs can walk on top of / through walls (in Rogue Starter, at least)
- The ball 'n chain dislocates (pushes around) doors. Possibly weight-related physics screw-up
- Exit Area in Elf Starter is physically visible (OS X only, HIDE tag is not missing)
- Gatlin Gonne cannot be mounted (probably physics issue)
- COBOLs in Rogue Starter don't have longbows like they should (not a slot issue, only concerns COBOLs - IfHoldingRangedWeapon works as intended, though)
- Rogue Starter: K'nife drops his knives when dropping his key (script is correct - DropKeys is the only possible offender)
- Sometimes, Egoboo deletes your character upon exporting rather than saving it
- Idols are a bit too tough (Shade)
- Rogue Starter: unique shields are replaced by generic ones (Shade)
- Adventurer Starter: Fix the end message to list whomever actually killed the grub mum (Shade) (fix unconfirmed)
- Drastically decreased the Exp requirements for most basic classes (Shade)
- Speed and defense of most basic classes have been adjusted (Shade)
- Elf Starter: Zombor's grave is too tough for even the mallet to destroy it (Shade)
- Elf Starter: Zombor's attacks heal you instead of damaging you (Shade)
- Player blip didn't appear. (pf5234)
- All message 0's were not valid. (fixes exitarea.obj missing a message) (pf5234)
- Player stats in the menu were misaligned when screen was not 800x600 (the virtual screen size for menus) (pf5234)
- White Beard won't reload his gonne (pf5234)
- Any stackable item put into your inventory turns into the first stackable item already in your inventory. Spears turn into mana potions, candy canes into spears, or mana potions into life potions, depending on what you put away first. (pf5234)
- Exporting players lowercases all strings in data.txt (apparently intentional, but pointless) (pf5234)
- Chests and tents don't drop items. (pf5234)
- Add an option to turn off the EXP bar. (pf5234)
- Damage resistance is messed up. (pf5234)
- Memory problem when changing modules, leading to a glitched out replica of the module previously played? (OS X only) (pf5234)
- OS X / Linux Camera Bug (pf5234)
- Normal inventory system for items and weapons, equip menu for bracelets, amulets and armor, IDSZ for golden keys, silver keys and quest items
- Add icons and descriptions for passive character skills that can be checked in-game (maybe only in the character selection menu) somehow
- Possibly revamp the menu
- Probably increase player movement speed by about 10 overall (no lower than 50 or 45)
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Original post below:
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Basically a continuation of what I started talking about in that thread there.
So I tried Egoboo 2.7.0b because it supposedly has the global object system in it, but... ...I don't see it. Some objects are inexplicably missing (such as the torch and book of missile in the adventurer starter), but other than that it seems to be playable.
Can someone confirm whether, in fact, the global object system is already implemented and usable in 2.7.0b, and if so, explain to me how it works / how to use it?