
Previously, if players clicked the sewer switch more than once when initially entering the Fargrove Sewers then these extra events were stored and could re-trigger Fargrove Sewers scene loading again when players tried to exit any Fargrove gates later in the game. NEW: Added "LOADING" pop-up bar that appears when outdoors and the game pauses to load uncached world data and objects from disk.įIXED: Added filtering on outdoor scene loading to remove any queued events crossing over into the Fargrove Sewers scene. REVISED: Tweak to new interpolation methods for improved rotation and movement.
DUNGEON LORDS STEAM EDITION WINDOW UPDATE
Players are recommended to always update to the latest version of the game. REVISED: The game now compares release version for displaying listed games in the Steam Lobby, and excludes games from showing that are not the same version. Previously, the game could disconnect players if they minimized the game window longer than 60 seconds, and network messages were not being handled. REVISED: When minimizing the application window, the game now continues to process network messages and send/receive heartbeats. An OList error now writes to log with object and caller id. Revised: Adding objects to game object list (OList) now checks if already inserted and performs removal prior to re-adding. In dungeon scenes this could potentially result in a stack overflow condition during recursive collision processing. Previously, DEAD STATIC monsters were reverting to MODE_DEATH when loaded, causing them to be actively processed again, including world physics and collision with invalid (floating point) position data.

FIXED: DEAD STATIC monsters (fixed monsters that have been killed) removed from processing and placed in MODE_HOLD now remain removed when loaded from a savegame or scene file.
