Re: Sable Alpha is here!–free to download for Public alpha testing!

Hi Everyone,

following on from my previous post, For anyone wanting to download the latest version of Sable  (version 1.9)I have put a link to the Sable update page below. You’ll need to unzip the folder once downloaded, Included within the download is the application file for Sable and a change log TXT file. the change log  contains details on how to perform the update. A full list of all the bugs and amendments in this latest version are below (but can also be found in the change log). A new page has been set up specifically just for the update file to Sable, the link is at the bottom of the page, the total file size is less than 1mb, so should download almost instantly. if downloading with chrome, since the download file is a zip chrome will often pause the download and manually need you to start  the download. To do this, simply press shift and F6 once you click the download link, this takes you to chromes download bar, Sable should be highlighted with a message about zip files, simply press enter which brings up the options menu for the download and select keep, chrome will then continue  the download.

- Fixes below for Sable  Alpha version 1.9: - Updated 23rd May 2020
-fixed bug which prevented certain sound bites being deleted from a map
-fixed an item bug where if you tried to change an existing item from targeting an opponent to targeting allies  instead, it would continue to target opponents.
-amended the item section of the inventory slightly, before it would only show the items which targeted enemies   whilst viewing items in a battle, obviously this isn’t very handy outside of battle if you just want an idea of what items you have which can be used in battle. The change now shows all items in the item section of the inventory regardless of whether they target enemies or the party members. If you try to select an item which targets enemies  whilst not in a battle  Sable will pop up a warning message and prevent you using that item.
-fixed an item bug where if a on hit status affect had been assigned to an item which targeted party members the status affect would not fire when used.
-fixed a bug where when first loading a map and you were inside a building you could hear sounds outside the building, or if you loaded the map and were near a building you could hear sounds from within the building
-fixed a bug where placing a wall tile inside a building treated the new tile as an outdoor tile, which meant  whilst standing on it you couldn’t hear any indoor panning sounds, but could hear outdoor panning sounds
-fixed bug where you couldn't label  terrain or collision tiles if placing them inside a building
-fixed a bug where when you select a new terrain or collision tile, when you place the very first tile although it does place one of the new tiles the sound it makes when you place the tile is still the sound of the previous tile
-fixed a bug with deleting fast travel points which could lead to you not being able to name new fast travel points the same as old deleted fast travel points
-added a battle music volume control which can be found in the sounds and voice option from either the main game title screen or from within the escape menu whilst in a  project/game.
-fixed a bug where if an npc sets a quest, but you then have an event trigger move you to a different location after the NPC sets the quest, when you return to that NPC they will try and set you the quest again.
-fixed a bug where if two items were given as a reward item event trigger , if one of the two items was a nonphysical key, sable would start the speech line with the word ‘and’, as if it were one of two items being given, but since nonphysical items are not mentioned to the player it should not have been saying the word ‘And’.
-fixed the bug which could cause an error message when loading a game in play game mode,  which  said something like Call stack size: 4, Function: void play_indoor_music(bool = false) and meant you had to set the player starting map again, this is now all fixed and we shouldn't get this issue any longer.
-fixed a bug where in play game mode the player always started with zero gold, even if you had set them to start with a specific amount of gold.
-fixed a bug with the remove affect and drain status affects, these should both just be instant use status affects  with no duration, however, when using these they were lasting for one round. for example: this meant if you created something like cure poison, cast it on a character, cure poison would show as an active status affect  and you would also receive a 'cure poison has faded' message after a round of combat or the battle ended. this is now fixed
-fixed a bug with sized transitions where if you used the object editor tool to amend an existing sized transition, if you amended the name or description it only amended the name or description for the specific tile of the sized transition you were standing on, rather than the whole sized transition. this is now fixed
-added a new option to the trigger object and sized transition object editor tool, now here if you have used a reference instead of a name you can now edit the reference  for the sized transition and trigger object
-added a new option to the door, sized transition and container object editor, if the object is locked there is now an option to amend the locked text
-fixed a bug where if trying to  force a battle in debug mode using just B, if you have more than one enemy set up but all enemies are set to boss battles sable would not start a battle and would freeze whilst trying to find a battle to start. it now warns that no standard encounters have been set up  but you can still force a battle with shift and B to select a specific enemy
-altered code in reward item event trigger, before if you chose to not reward an item, it still brought up the prompt asking if you would like to add another item, it now only asks this if you had already added an item
-added a text label to the repeat Last TTS spoken line of NPC speech button. This now makes it clearer what this does if anyone presses the Z key, hopefully this should save further confusion
-fixed a bug in the equipment menu where if viewing what equipment was available for a certain equipment slot on a character, pressing escape  would  completely exit you from the equipment menu, rather than just take you back to the window where you can select the characters equipment slot
-added code to trigger objects which are set as a single use trigger,  now if they are a single use trigger the radar sound will stop playing once the trigger has fired, since the object no longer serves any purpose once it has fired.
added a new  option to quest completion keys. now once you create a quest and have a completion key, if you go to the edit menu (alt and E) and select key and quest items, in here if you select your quest completion key, once you have selected it you can view various information about the key such as its description , which object it is linked to etc, but the new option is at the bottom and is called 'mark quest complete once found'.  if you choose to turn this on, it means once the quest completion key is found the quest will be marked as complete and removed from your quest list  as soon as you find the   quest completion key. before all quests were only marked complete once you returned to the NPC with the item. this works for both physical keys and nonphysical keys, you can still return to the npc to get their task completion speech if you want , but since the quest is marked as complete  it is not necessary if you have this turned on. it is set to off by default for each quest completion key, so they
will all work as usual unless you turn this on. it is also individual to each key, so you can have some quest completion keys marked as complete once found, and others only marked as complete once you have returned with the item to the npc who set you the quest.

Sable Update page:
https://ebonskystudios.com/sable-update/

Paul Lemm
Ebon Sky Studios
email: i...@ebonskystudios.com
Facebook: https://m.facebook.com/ebonskystudios/
Twitter: @ebonskystudios

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