The Dink Network

Updated D-Mod: Malachi the Jerk

February 5th 2014, 04:47 PM
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Malachi has only been out a few days and yet Cocomonkey the Jerk has already given it a large update.

Wait... I'm sure there's something wrong there. Oh well.

The shattered dreams of a cocomonkey are a sad, sad thing. I hope you're happy, all you people who demand changes.

February 5th 2014, 04:54 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Woooo! Update! Now I really should play it! ^^
February 5th 2014, 04:58 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
And I just downloaded the original version, too.

This day has really been trolling me hard.
February 5th 2014, 05:15 PM
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Cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
Here is the complete changelog for this release:

Version 1.1 (2/4/14):
Features:
Added graphic of logic puzzle hints that can be displayed ingame (suggested by shevek).
Made jukebox well announce itself, and made it continue to play until you leave the area.
grar.c: Added a small hint for the player.
Made Dink actually SIT at the bar during the intro.
Fine, fine, instances of kill_game() have been replaced with restart_game() by popular demand (except the escape menu "quit" option). Go ahead, shatter all my dreams. ;_;

Fixes:
Ghostdie.c crash fix! Crashed in Dink Smallwood 1.08 (standard) if you never talked to Rod by the end of the DoP.
Removed ghost knights' ability to walk through hardness, it was causing them to get stuck sometimes =(
Fixed freeze when hitting gardener and well simultaneously.
Fixed shells that would talk to you even when wasps were present.
Added an unfreeze to lraise.c in case you gain a level at the wrong instant while frozen (VERY unlikely, but I had it happen).
Fixed alignment across screens of some sprites in Malachi's house.
Fixed bug where you could generate multiple instances of the secret boss at once.

Minor fixes:
Added kill_this_task() to dummy M key script.
Made certain hidden stairs appear sooner.
Made big statue's hardbox more reasonable.
Fixed stairs that sounded like a door.
Added kill_this_task() to certain special conditions for dnotalk.c and dnomagic.c.
Fixed projectile problem in arena.
Fixed cutscene props regenerating when they shouldn't in map 511.
Made it possible to use warp to Little Hope a bit sooner.
Staue of Howard now produces a different reaction if you hit it with magic (intended in the first place).
Fixed movement stutter during short cutscene (will.c)

Typos and spelling:
Typo fix: It's it's -> It's (intro2.c)
Spelling fix: Sorceror -> Sorcerer (many instances)
Typo fix: multiple typos in armando.c
Typo fix: cirucmstances -> circumstances (armbuk.c)
Typo fix: surprisngly -> surprisingly (multiple instances)
Spelling fix: Accomodate -> Accommodate (gardner.c)
Spelling fix: Perserverance -> Perseverance (hint5.c)
Typo fix: suprised -> surprised (multiple instances)
Spelling fix: cliche -> cliché (roland.c)
Spelling fix: existant -> existent (sign2.c)
Typo fix: arbitary -> arbitrary (ssd.c)
Spelling fix: sabatoge -> sabotage (ssd.c)
Typo fix: Scorpians -> Scorpions (z-hope.c)
Typo fix: accostomed -> accustomed (z-spike1.c)

Cleanup:
Removed extraneous portion from some shell scripts.
Removed really old unused script.
Removed duplicate script.
February 5th 2014, 06:23 PM
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Kyle
Peasant He/Him Belgium
 
I love patch notes like this. Quick question, is this update safe to apply to my current save game? I'm not terribly far in, but I'd like to know whether I should restart or not

Because this worries me: "Made certain hidden stairs appear sooner.". Sounds like globals to me, or map data getting changed which is not saved into my current save.
February 5th 2014, 08:31 PM
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Cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
All that note meant is that the stairs get made visible sooner when they normally appear. It's tough for me to imagine this update messing up a save made at one of the regular savebots.

The only problem I can think of is that if you've already had the cutscene on screen 511, this update won't fix the objects still being there when they shouldn't be. But that's just a cosmetic problem, since they don't actually do anything.
February 5th 2014, 11:28 PM
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liquid141
Peasant They/Them
Sons of liberty 
Thanks for the update cocomonkey , will download this and play
February 6th 2014, 12:21 AM
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ExDeathEvn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
Fixed bug where you could generate multiple instances of the secret boss at once.

Yay! ... Although if he'd had the ability to create a proper temporary clone of himself to maintain difficulty as a fix I'd have been happy too, as it would legitimize it's existence. But this is just one complaint from a challenge-seeker, ignore the hell out of it before I demand a hard mode for every Dmod ever.
February 6th 2014, 02:53 AM
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Cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
Well, how careless of me... it seems the game doesn't like the accented e in "cliché." I... um... yep, no excuse for that. It displays as garbage.

Oh well. There will be another update, but not so soon, as this doesn't break the game in FreeDink or 1.08.

Here's another thing I found. In version 1.1 and prior, two bosses have their experience awarded to the player by means of just giving the exp and having their sprite say the amount using a normal say or say_stop command. This is because the normal sp_exp doesn't work if you do certain things in a die procedure.

Well, at long last I discovered the add_exp command, which lets things like that use the normal experience display and award. Seth (the boss) uses it in the original game - oddly, Mog doesn't, though he should, because as it is he gives no exp at all. With this, those two bosses - and a third that currently doesn't give exp at all - give exp the normal way.

Don't worry about this, though - the game plays just fine as it is. It'll make it into the release at some point, but I'm not rushing out another update. I made that first one so soon because there were a couple of real game-breakers in that initial release.

EDIT: Nope, it's not that the game doesn't like the accented e, it has no problem with it. It's that the program I used to check my scripts for typos put random characters into that spot instead of the character I wanted. *jumps off of building*
February 6th 2014, 02:42 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Been playing the game up to Disappointment now and let's just say, mostly enjoying it so far. There's a few things throwing me off (maybe I'll write a review at some point and talk about these), but still very solid work.