Roguefort Playtest Update v0.15.0 - "Spring Clean"

Roguefort Playtest · published

Hey everyone,

As I mentioned in the roadmap post on Discord (#general), this is the last update for a week or two. I will be going into engineering mode and getting the code base back into shape, ready for the next few months of heavy work and polishing.

This update is a small and speedy one, which follows on directly from 0.14.0. Actually, a lot of what is in here is *suggestions*, though there's a lot of bug fixes as well.

This build relieves a lot of friction in the game, such as eating and drinking without opening the bag, auto-travel QoL improvements, gamepad and Steam Deck interface fixes and jank removal.

It also sorts out achievements not popping - as The Squirrel highlighted. So, you might expect a few achievements to pop up when you log in next :-).

You can now build faction walls - they are special walls that have the style of the faction, and this was ArkHaven's suggestion, so I think it's a nice thing to have.

Co-op is still a WIP and I know that some of you have posted bug reports that came after I worked on this stuff, which won't make it in sadly. But this patch does have some fixes for things you might have encountered anyway. Thanks for your patience with this - the netcode is a whole thing in itself.

Other than that, there's various bug fixes and improvements, as outlined below. The dit points below were summarised from the commit history with Claude's help, to save me writing them all out by hand, which was taking hours to get done and verify. Feel free to read on if you want the detail, but otherwise I'll be going to each thread and writing a message to each bug or suggestion that was addressed, and marking it as fixed or added.

I'll just cap off by saying THANK YOU for your support and patience as I try to wrangle this huge big living world system of a game into a more manageable state. I'll go into hermit mode a bit to laser focus on the refactoring project, but I look forward to chatting throughout the week on Discord.

Tim

**Co-op**

* A co-op party's walls and beds no longer turn back into grass, and a joiner
now holds health for every building rather than none. Building and repair
wrote tile health to one store, while every system that decides a structure's
fate - damage, decay, demolition - read a different one. Joiners were shipped
no health at all, so anything the party built was permanently one hit from
nothing. This was listed as a known issue in the 0.14.0 notes.

**Achievements**

* Fixed achievements never registering. 70 of the game's 124 achievements had no
grant site anywhere in the code, so they could not be earned by any sequence
of play. Every one of them now has one. (thesquirrel_74982)

**New things you can do**

* Build faction walls. Five styles, each sold by the faction that builds in it,
so the walls your settlements already stand behind are now yours to raise.
(arkhaven)
* A Dockside Shipwright now stands on The Old Mouth's lake dock, so there is
always a way onto the water you can buy. (arkhaven)
* Eat and drink automatically, as an opt-in setting. On a handheld the trip into
the bag to take a bite costs more than the decision inside it is worth.
(Scarlet Fan)
* Waypoints carry both a name and an icon. An old waypoint that carries neither
looks exactly as it did. (mochagreen, shurizzler)
* Auto-exit chains every floor from one button press, so leaving a cleared
dungeon no longer means walking each floor by hand. (arkhaven)
* Acorns are in the game. (thesquirrel_74982)
* The Book Collection has joined the other collections in the menu. It existed
all along, buried unlabelled in a flat 25-row list with no controller route of
its own. (Scarlet Fan)
* The item padlock is split into RETAIN and PROTECT, because one flag was
answering two different questions - "don't sell this" and "don't use this up".
(nalathnidragon)

**Quests, dungeons and NPCs**

* Quest markers, the board and the menus now agree about whether there is work
to take and whether you can hand it in. There were four surfaces asking four
different questions. (rubberychicken)
* A pinned quest that is ready to hand in now marks its giver on the map. This
was the fifth surface still asking the old question. (onixdark)
* Fixed a "kill the guardian" contract that could not be completed when the
guardian was already dead. The cleared flag was derived from an event that had
already passed rather than from the record. (epochally)
* "BOSS SLAIN" is now shown wherever you are in the dungeon, not only on the
floor you would have had to search anyway. (mrblbear)
* Fixed duplicate dungeon names. The name was drawn from two independent tables
with replacement, so collisions were a birthday problem rather than an
accident.
* Fixed the watchtower guard rendering as a pale blue ghost - a vendor spawned
on a sprite that does not exist.

**World and settlements**

* Fixed the market stone no longer teleporting in some settlements. Another
placer had already claimed its cell and the stamper silently wrote over it.
(rubberychicken)
* Fixed question marks adrift in the ocean. A rumour pin is written once and
never re-derived, so the land-walk could not reach a single pin that was
already in a save. (rubberychicken)
* Fixed a house staying locked after its door was demolished. The lock was a
generation-time footprint test that never looked at the wall. (rubberychicken)
* Looting a working cheese cave now counts as theft. The cave was exempt only
because of how it is built internally, not for any reason a player could see.
(rubberychicken)

**Items, crafting and trade**

* A locked item can no longer be promoted into the quick bar and eaten. Every
path where the game picks an item for you was skipping the padlock.
* Fixed personal vault entries never stacking - each deposit inserted its own
row and nothing ever merged them.
* Vendors no longer sell blueprints for things you can already build. The
filter for already-known recipes was hand-copied and the shelf never got a
copy.
* Palm wood is destroyed on demolish rather than refunded. The species refund
read a hand-copied table that stopped at maple. (Merlin)
* Fixed crafting recipe names painting over their ingredients at large font
sizes.
* Fixed chest loot announced as "dropped on the ground" but never actually
placed.
* The blueprint auto-sell line now prints after the find that caused it rather
than above it.

**Spells and combat**

* Arming a damaging spell now opens its cursor on the nearest enemy it can
legally hit. The old snap asked a different question - the one auto-travel
uses to decide whether to brake. (aog)
* Fixed waiting a turn switching off every phasing hostile. Ethereal blindness
keyed on "the player did not act", which a plain wait clears exactly as sleep
does. (minerva.alt)
* Fixed cloud spells silently dropping every zone modifier - three hand-copied
flag lists, one of them stale.
* Armour now gets the tier-5 effectiveness line its four siblings already had.
It was the one mitigation pool the stat sheet never quantified.
(rubberychicken)
* The kill line now reports bonus gold as well as the creature's own purse. The
bonus was paid and floated but never logged. (rubberychicken)

**Interface and controls**

* The belt has its own inventory focus zone, so a controller cursor can land on
the only refillable container in the game. (Scarlet Fan)
* The fishing reel's prompts are derived from the device you are actually
holding. The resolver could not see the movement-to-menu remap, so honest
glyphs rendered blank and literal "//" got typed in instead.
(Scarlet Fan)
* A first-time teaching popup now halts travel. The trip was walking itself to
completion behind the modal. (aog)
* Closing a book returns you to the inventory, across all three ways of
dismissing it and on both surfaces. (yrebrac1167)
* Bumping a cow nudges it rather than attacking it. (Merlin)

**With thanks to everyone**

(It's Tim here again - I do actually review every single dot point, even though Claude helps me to collate it to save time). Just to say thank you again for all your work helping to make Roguefort as amazing as possible, and if you posted a thread (bug or suggestion) and it didn't make it here this patch, please rest assured I will definitely get to it as soon as I can.

Roguefort Playtest Update v0.15.0 - "Spring Clean" · Roguefort Playtest patch notes · SteamPeaks