So uh... How do I save my game? The ? menu says Control-S is Save & Quit, but I'm hammering Control-S (and Shift-S, Alt-S, and S) and no save/quit is happening.
Note that "in Ctrl-S", the 'S' is upper case, so saving is actually ctrl-shift-s. It may look a bit confusing from the commands list, but I was trying to minimize the amount of space taken up by a given command entry to keep down the clutter. Upper case letters on the list always require a shift mod.
Oh, a little thing :
Shouldn't miners' weapons be able to cut through walls ?
Yeah, I wanted to do that but didn't have enough time.
Oh great, another crash. I had two different armors equipped, was looking over my parts. I selected light plating and the game crashed. Maybe you should add some kind of infodump at crash to ease the determination of the cause?
If it's a normal error caught by the game, it will show you a specific error message, but if it's something like a ptr issue it'll just CTD. There is a file called run.log created by the game during each run, and there's a small chance that even if there is no game error message it might contain indications of what caused the problem (though it's mostly used to record errors the game *does* know about). Some kind of dump probably wouldn't be as useful for me, since I've never learned how to use those. Normally I don't have to rely much on people helping me debug, since I code as slowly as necessary to make sure it's thoroughly debugged as I go (that's why there are almost no crash reports for X@COM, even though it's a *much* bigger game). But this being a 7DRL, didn't have that luxury.
About this crash, the error doesn't sound like it had anything to do specifically with the fact that you had two different armors equipped. There must've been something else behind the issue. I haven't had any time to play myself in the past few days, so no chance to catch bugs on my dev machine.
BTW, an idea: add a 'panic mode': if it's turned on and you attempt to move without having enough energy, you instead wait a turn. Prevents the problem of frantically mashing the 'wait' button, waiting for the energy to recover.
I think auto-waiting might be a bad thing if you didn't know you were low on energy and suddenly find out. If you haven't realized you're out of energy, you may want to think a bit before charging up, since you may want to use the energy on something else depending on the circumstances.
And, for that matter, an indication of how overweight you are: either by using different adjectives or something like 'overweight x3'.
Sure I can add that.
Yep. Volley fire times:
#weps time
As you can see, firing a huge volley has its advantages. You can fire 10 times as many weapons for only 3 times the time cost.
Yaaay. Manual entry please? Oh, and BTW, how does time parameter affect this table? Is it flat bonus/penalty applied to the total volley fire time? (also, please rename it to something like delay or something )
I'll expand the manual with all this info at some point.
Time is a flat modifier to the table, yeah. Technically it should be named "speed" (that's its internal name), but naming it was a dilemma since you generally think that higher speed is better... (same as the propulsion issue).
1) I did that on purpose since you can't see who is firing. I could have given partial info, but decided not to do that yet.
But can we at least see whether it hit or missed and which part it hit?
Not now you can't!
Just kidding, I'll add it for fix4.
EDIT: Oh, and could you add an option to edit the order of weapon firing without manually taking them off and reputting on in a different order?
I'll see about adding a command to reassign part letters.
EDIT2: Are you absolutely sure this isn't a bug?
I totally didn't get that when I first looked at it. *Now* I know what you were referring to. Oops. That's because in fix3 I finally added the red color to faulty prototypes, but forgot that you may not have identified that prototype yet. Made that change too quick... Damnit, that sucks! I'll remove it in fix4.