That was 2014

So I went a whole year without updating this blog, instead just working on Black Annex and being a slob. Instead of actually being constructive, here’s a raw dump of the entire past year’s worth of patch notes. Enjoy!

====RADIAL Builds====
ver 0.0.1
-First RADIAL build, end of “PAX Beta Demo” naming, which wasn’t a beta at all.
-Glide rendering is now always centered.
-Offloaded a bunch of settings to annexconfig.cfg

ver 0.0.2 (Shipped 01/02/2014)
-Glide rendering improved massively, now have independant “Window size”
-Screen blitting now a TON faster, about 50fps boost on my core i5.
-Fixed blitting issue which locked FPS at 30 despite reporting faster.
-SDL blitting is broken in this build. Glide only.
-Mac build now works on much older Operating Systems

Ver 0.0.3 (Shipped 21/02/2014)
-Total rewrite of Deceiver AI. No longer tries to flee outside map.
-Massively expanded RoomSpawn system to accomodate tutorial.
-Email/cutscene/text readout system implemented.
-Heaps of other stuff tweaked and fixed.
-Re-added the idle mouse cursor, now smoother.
-Loads of stuff

Ver 0.0.4 (Shipped 01/03/2014)
-Fixed bug where room spawn would be interrupted by scared enemies.
-Fast forward emails (except Welcome to Black Annex) by holding leftMouse on them.
-Space-bar can be used for lock-on as well as middleMouse now.
-Tutorial can now only be “Completed” by using a specially flagged door.
-Mouse automatically releases when window is inactive, captures again when active.
-Removed mousewheel scroller, was only meant to debug.
-Security cameras and Alarms always have a tooltip.
-Tutorial can now have “Follow on Mission”, so after tutorial, you play a real mission before entering Black Annex.
-Fixed graphics overflow after visiting Interloper zone.
-Agents that die or are hurt in the tutorial will automatically heal for the next mission now.

Ver 0.0.5 (Shipped 09/03/2014)
-Bug where room spawn could be interrupted should be REALLY fixed now, instead of causing crashes.
-Mouse now moves correctly during zoom/cutscenes.
-Added small floating indicator for “Kill Agent” targets. Removed old pulse effect.
-Deceivers are a little more scared when they see an enemy through a window now
-Deceivers continue to run around scared after sounding an alarm now.
-While walking to a distraction, deceivers now show “!” instead of “?” to indicate they’re not yet distracted.
-Throws distractions no longer affect people in Black Annex (or any NPC team mates)
-WSAD/arrow keys stretches camera about.
-Deceivers shouldn’t try to run to enforcers or alarms they can’t reach anymore (was causing some jamming and pacing).
-Scared Deceivers no longer try to escape through doors that people are standing in (or will shove you out of the way if needed)
-Silly new pretend BIOS bootloader

Ver 0.0.6 (Shipped 06/04/2014)
-Can no longer cause a popup box over someone who is no longer distracted by the time you get to them.
-Frameskip is back. Seems to work ok.
-Popup boxes with only 1 option were a bit graphically glitchy. Fixed now (thanks _SupSuper for complaining enough for me to fix it)
-Some tooltip descriptions changed.
-Main menu can’t be called while reading emails anymore.
-Mouse no longer “Magnetizes” to acquirables unless you can acquire them right now.
-Mouse no longer “Magnetizes” to alarm panels, terminals, or cameras. Easier to shoot people standing near those things now.
-Alarm panels always have a tool-tip now.
-Emails are just faster all the time now, except the “Intro” one. Fast forward is just EXTRA fast.
-Can no longer open main menu during any “camera zoom” event, like a mission intro or some cutscenes.
-Mouse no longer exists in-world when the camera is zoomed at all. Was too jarring.
-Main menu is a little better behaved in the “pre-game” levels (tutorial and first mission). Hides game logo until intro plays.
-Enforcers now make three very slightly differing attempts at pathfinding to their target before giving up and randomly “searching”. Seems better now.
-Drag-select is much less sensitive now, makes running/movement easier.
-Drag-select no longer interrupts camera events.
-You can tap ESC to skip mission introductions now.
-You can tap ESC to close popup boxes now
-Can’t use WSAD+CTRL key combo anymore
-Added “homename” to config file. Defines first metamap to load for Black Annex area (does not affect tutorial zones).
-Added “dialoutname” to config file. Defines the location the MODEM sends player to.
-First version of “Installations” menu implemented.
-Pathfinding routes with multiple keynodes now work properly.
-.map files no longer support forced clipping planes.
-Spawn-in doors now clip correctly on subsequent visits to missions.
-Agents spawn-out when transitioning to a new map now.
-”Kill agent” missions no longer break the protraits in the SOLUTIONS menu.
-Mission flow has been altered to allow the dynamics between Black Annex and Interloper missions.
-Escourt Missions implemented.
-Alarm panels weren’t actually alerting agents, just spawning them. They now do both.
-You can no longer click on agents in the field to select them. Use number keys or click portraits at the top-right.
-Fixed entity limit of 250 (cased by vision system). Unlimited entities per map now.
-All vision panning is now tweened instead of stepped.
-Vision cones in all companies are now FAR more visible, except in Black Annex and Interloper Industries.
-”MODEM” interactive item is now implemented. You can visit Interloper Industries and do escourt missions there.

Ver 0.0.7 (Shipped 6/07/2014)
-Absolutely massive content update (Black annex can be fully “Installed” now)
-The first ALARM-spawned ENFORCER (and nearby DECEIVER) in the tutorial has a much more forgiving patrol path now.
-One less camera in the tutorial.
-Interloper missions no longer appear in REBUILD or DEBRIEF
-HAYWIREed terminals now have a much smaller area of effect, and no longer emit a blue visible pulse.
-Friendlies no longer show vision tiles. (Including cameras)
-Interlopers would jam up when running to a path node but they see a distracted enemy along the way. I tried for hours to fix this but I just can’t work it out. Hacked it instead :(
-ACQUIRE on a RARE ITEM is now cancelled if the rare item melts into the floor while you’re acquiring it.
-Once a HAYWIREed terminal successfully distracts someone, it will need to be HAYWIREed again to distract again.
-ENFORCERs will no longer listen to DECEIVERs calling for help or alarms blaring if they’re already trying to go shoot someone. Less confused running around now.
-DECEIVERs no longer get stuck if a terminal is haywired just as they are taking a step away from it.
-Click to select agents is back again. Really needs tweaking to get it right, though.
-Doors that “spawn in” no longer remain on the clipping plane in their old secret location. Was causing rare door glitches.
-When you release a dialout call, you always return to where you dialedout from. Multiple modems send you to different places now.
-Removed the CALL RELEASED charges screen.
-Doors that trigger rooms spawns no longer fire when the room has already spawned previously.
-Movement is restricted when some rooms are spawning now (usually only in Black Annex and Interloper zone). Prevents player escaping map boundaries.
-Room spawns triggered by doors that cause movement restrictions now have a much shorter cutscene event.
-NPCs which spawn while the player is within their react zone no longer get stuck in conversation mode.
-Spawn-in doors are now correctly locked where appropriate.
-The “All agents dead” screen no longer allows you to Abort or Redeploy in the mission between Tutorial and Black Annex.
-REINVEST no longer heals your team completely. They lose 15% of their max health every time down to a minimum 3 Health, except in tutorial areas.
-Agents that are dead when you leave a mission will heal as per REINVEST healing rules when they return to Black Annex.
-Agents with <=20% health have red health bars to indicate critical condition.
-Agents with <=20% health are removed from your solution when you return to Black Annex
-The INSTALL staff member will not help you until you’ve completed at-least one real mission.
-Fixed crash on bringing >3 agents to a mission. Was introduced in a previous RADIAL build
-Fixed a few bugs regarding health of agents during mission transitions.
-Fixed SILENCE ability. Was broken in the last few builds.
-Loading screen no longer has debugging text. Minor other changes. Slightly different flavor text for different loading situations. The old “Hints” from the PAX demo removed finally.
-Option menu is in, Resolution and Fullscreen options are working and saving correctly.
-When health is so low that a healthbar should actually be completely blank, a small red pixel appears to avoid confusion.
-Fixed bug where, if all 3 characters had exhausted health, some would not be removed from solution after mission end.
-Max pathfinding nodes now can be set in .cfg file
-Some changes to pathfinding code. Trying to get a tiny bit more performance out of it. Not perfect…
-A new little indicator appears on the edge of screen for alerted off-screen agents.
-Deselecting an agent on their way to do something like acquire or haywire now causes them to go do it when they get there still.
-Doors that trigger new rooms to spawn, now spawn rooms 25% slower. It was a little too fast for some complex rooms to form fully.
-”Installations” menu has been massively developed.
-Added “Lock-on” tutorial email.
-Game timer no longer has an upper time limit (unless you play for 550 quadrillion years, according to google’s math.) (uses a 64bit unsinged integer for “Seconds passed” now)
-Scared DECEIVERS lose interest in being afraid much faster if they’ve passed on their fear to someone else. Not perfect, but a bit better now.
-Thrown distractions are now MUCH more interesting.
-It’s a little harder to accidentally change agent selections due to frantic clicking now, you have to hover over an agent for about .5 seconds before selection works.
-Throwing a distraction at a wall will (almost always) now make the distracted agent actually stare at the wall instead of just at the tile the distraction landed on.
-If another agent is standing in the “distraction tile”, agents will attempt to look at distraction anyway.
-Camera vision cones have red outline now. They pan slower now, too. Less organically, more mechanical. For @hailtonothing with love
-NOT YET STABLE: DISABLED FOR NOW (A* Pathing now uses SelectSort instead of BubbleSort. Much less frame drops on insane hectic situations.)
-Deceivers no longer react to scared deceivers or alarms going off. Game is much less unpredicatble and has less cascading horrible messes occuring. Overall flow improved A LOT.
-Dramatically changed behavior when you click on walls now. A bit more intuitive I hope…

Ver 0.0.8 THE ROAD TO REDIAL (This build was submitted for AIS Judges in 2014 and also QA by AIE Students in various stages.)
-HAYWIRE no longer starts performing automatically anymore. You have to click. Gives player a chance to see what it will trigger first. (Unattended haywire no longer works due to this)
-Alwaysrun is available in the config file for now…
-Popup boxes close less arbitrarily now. Was causing some confusion on double-clicks.
-A small pulse effect appears where a unit decides to move to.
-”Solution” is called “Agents” now.
-Selectsort pathfinding is back… for now… let’s see if it’s stable I guess.. (I think there still a bug :()
-Enemies no longer have to be distracted for you to DECEIVE attack them, it just makes it easier.
-Removed crash when you attempt to open Pending missions with no missions remaining but incomplete Interloper appeals.
-If accounts are still balancing, you no longer have to wait for it is finished to spend money, it instantly completes. (DEPLOY menu and EveryoneIsDead screen affected)
-The “Everyone is dead” screensaver is 10x slower now.
-Deployment costs are hidden if you’re not yet responsible for accounts.
-”Restart!/Redeploy!” button works properly again.
CONTENT CHANGES:
rw-nfltrtr map has slightly altered camera so interlopers can sneak past easier now.
redial_early map added patrol path for an enforcer that was missing them before.
redial_early map removed an invisible obstacle. Oops.
redial_early map removed a particular window. Moved an alarm panel slightly to avoid accidental triggers from a nearby camera.
RTR:01
-Background tiles slightly realigned to match the mouse cursor now.
-Vision tiles are slightly realigned to match the background tiles.
-Very rough “Free camera”, can be enabled in config file.
-Slightly decreased the “Hover to select” countdown. Probably not noticeable.
-Distractions last longer now, and are more guaranteed to make an enemy stare at a wall.
-Distraction emotes now flash for a moment before disappearing.
-Automatic HAYWIRE returns, and the HAYWIRE network is visible to DECEIVERS now at all times.
-DECIEVERs who are staring at distractions can still be distracted with HAYWIREd terminals
-Expanded Tutorial area to explain HAYWIRE in detail.
-Fixed a few animation problems with the Locked/Unlocked popup bubble. A little less confusing now.
-Now that door unlocking is working better, I’ve made HAYWIRE cooldown always take 500 ticks, instead of being relative to health of the Door.
-Alarms no longer can cause entities from “Locked Rooms” to spawn in.
-Right clicking yourself (enforcer) now fires south instead of not-at-all.
RTR:02
-Slight change to tutorial, deceiver before camera now watches door while distracted by terminal, forcing TAKEOUT.
-Second SERVER in the tutorial location changed slightly.
-Camera no longer jolts if you HAYWIRE a terminal that has not yet spawned (only impacted one area in tutorial)
-Sometimes if you were sighted by a deciever on the way to fix a terminal, he would forgot which terminal he was on the way to fix, and eventually glitch out and start repairing “nothing”. Fixed (I think).
-Lockon now emits an invisible pulse which finds the nearest enemy agent to where you clicked. Covers about 3×5 tiles.
-Lockon has a crosshair icon instead of “X” now. No longer jitters when agents move, either.
-Agent numbers over their heads are new icons now.
-NO MORE CAMERA JITTER!
-Fixed bug where deceiver would lose interested in finding help if they ran past another deceiver along the way. They thought the new deciever would take up the cause so they’d give up.
-”Unattended” haywire works again now, if you order a deciever to haywire something and deselect them, it will still proceed.
-A few less instances of getting stuck now.
-INBOX/MAIL system implemented. Content is deferred to a file called inbox.list.
-Fixed graphical bug with cursor. Hovering over distracted agents would always imply they were interactive, even if you didnt have CAPTURE or TAKEOUT equipped.
-TAKEOUT is no longer available in the tutorial until it is mentioned to the player
-ACQUIRE no longer available in the tutorial at all. Will be introduced later in the game.
-The first mission you embark on before going to Black Annex is now the first REDIAL CORP area instead of the first RADAR WARD area.
RTR:03
-The pulsing effect on NETWORKs no longer speeds up/slows down based on number of entities in levels. Always 1 second pulse now.
-DECEIVERs can no longer lockon (bug was introduced in previous build).
-Corpses are now shifted graphically about 8 pixels down to help prevent some graphical glitches.
-Fixed small bug in clipping plane when you try to move one agent on a path between other agents, interrupting their moves.
-If you leave a popup box open after performing HAYWIRE, it will autoclose when agents arrive at their destination distractions.
-I’ve given back TAKEOUT to the player for the entire DECEIVER tutorial. If the player discovers it early, good for them. Either way, they’re forced to use it later.
-Spawned-in cameras are no longer see-though/shootthrough.
-Tutorial re-jigged towards the end, camera tutorial and teamwork tutorial added.
-Doors now close after triggering teleports in the tutorial
-Network diagram adjusted for East/West facing doors.
-The distance which scared DECEIVERs will search for alarm panels has been toned WAY back to create more predictable behavor.
-Fixed bug where if you lock a door that’s jammed open game would crash.
-”MISSION COMPLETE” popup now does a “slam down” effect to hopefully draw the player’s eye to it.
-Removed HALT button for now.
-Escape key instantly reveals email text (except the intro, sorry, I’ll be changing that dramatically later anyway).
-Emails no longer re-appear if you read them too fast while a camera cutscene is still playing.
RTR:04
-Tunebox is gone, new looping music tracks with fading, also loading “DIALOUT” sound effect added.
-Small tweaks to engine capabilities to handle the ending mission.
-Popups no longer auto-close at a random time forever once a door has been unlocked.
-Corpses now load per agent! No more placeholder data, uses real corpse sprite banks for player and enemy agents! Woop Woop! I dreaded this feature, but it wasn’t all that hard :D
-Added FreeMouse setting and TouchMode setting, works on touchscreens this way (and also for people who don’t like the relative mouse arrow mode)
RTR:05 [EBExpo 2014 Build]
-Removed tutorial style email from accounts unlock.
-Removed the first north expansion room from the tutorial.
-Tutorial waypointers now have offsets to better guide the player, and a few extras have been added a long the way.
-EXTRACTION NODE system
-Alarms no longer become invisible if you bump into them a bunch.
-Small, some ad-hoc, changes made for EBExpo.
RTR:06 [Based on player experience at EBExpo, these changes were made to prepare for PAXAus]
-Small indicator points to EXTRACTION NODE at end of mission now.
-LockOn now automatically unlocks if your target is >25 steps away.
-First distraction is now against an armed enemy
-Player is killed instantly if they try to outrun the first distractable enforcer.
-First distraction event is hacked a little to cause pathfinding to be more intuitive.
-Can’t progress past TAKEOUT tutorial until you TAKEOUT.
-Fixed crazy camera on death bug.
-Your “Following” actions are cancelled if the entity you are following dies now.
-Extract node in RW-Entrance moved, and some changes made to layout.
-Added reminder email if you die on the first distraction
-Sequence breaking in tutorial no longer glitches waypoints.
-Player shouldn’t be able to trigger any emails while enemies are persuing in tutorial anymore.
-Extract node no longer continues warming-up after you leave the room.
-Extract node no longer re-opens for a moment while performing the actual extract.
-Fixed bug where rooms would arbitrarily not spawn if certain enemies were alerted (or killed during an alert) before triggering the room
RTR:08 PAX IS OVER!
-Cinematic engine for intro and ending built
-Triggers loaded from tutorial no longer impact the ending scene. Fixes bugs which occured if you finish the entire game in a single sitting.
-Corpses now only render once to the floor layer and then don’t need to render again, slight performance gain.
-Dead agents randomly drop a collectible “Capture Cube” which is the new method of CAPTURE for acquiring new agents. The old system will be removed.
-Can pick up collectibles/capture cubes from any angle now.
-Clicking an object you’re always interacting with no longer resets the interact timer or closes the popup box
-If youre spotted in some places in the tutorial you instantly respawn with a new email now.
-Mission control doesn’t appear until play agents spawn now. Aborting a mission before spawn occured caused massive glitches before.
-A lot of language has been changed to push the “REDIAL” themes.
-Added “Playercorpse” config option. -1 means player corpses disappear when respawn, 0 makes them persist. 0 is faster because they’re “inactive” renders.
-Popup autoclose works when you lock doors now, not just when unlocking.
-If enemy deciever encounters a locked door and feels safe, they will go unlock the door.
-Some lensebending calculations weren’t working. I added a second, more complex check, and did my best not to have this impact performance :S
-”Capture or kill” changed to “Kill” as capture system much different now.
-Weapon firerate is slightly staggered now. Less uniform fire rates.
-Fixed bug in cutscene renderer, now correctly supports neverending cutscenes.
-Max agents on a mission reduced to 4
-Can no longer spawn two NPC menus at once by clicking both really fast.