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11.0o: fixed Ivory/Yendorian
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@ -101,7 +101,7 @@ namespace binary {
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if(!parent->emeraldval) parent->emeraldval = currentmap->gamestart()->land;
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if(!parent->emeraldval) parent->emeraldval = currentmap->gamestart()->land;
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eLand z = eLand(parent->emeraldval);
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eLand z = eLand(parent->emeraldval);
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int chance = 0;
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int chance = 0;
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if(specialland == laCrossroads4) {
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if(specialland == laCrossroads4 || parent->emeraldval == laCrossroads4) {
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eLand x = parent->c7->land;
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eLand x = parent->c7->land;
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parent->c7->land = z;
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parent->c7->land = z;
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chance = wallchance(parent->c7, deep_ocean_at(parent->c7, parent->c7));
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chance = wallchance(parent->c7, deep_ocean_at(parent->c7, parent->c7));
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@ -3045,3 +3045,5 @@ and led to an implementation of a cool Emerald Mine pattern for 534, and also so
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- fixed a bug with ice in 534f; also you can now actually melt something
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- fixed a bug with ice in 534f; also you can now actually melt something
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- Ivory Tower in horosphere tilings (and also in regular hyperbolic honeycombs, but better with horospheres)
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- Ivory Tower in horosphere tilings (and also in regular hyperbolic honeycombs, but better with horospheres)
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- Yendorian Forest, interesting (and different) in each available hyperbolic honeycomb
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- Yendorian Forest, interesting (and different) in each available hyperbolic honeycomb
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2018-03-24 12:31 Version 11.0o: fixed Ivory/Yendorian
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6
hyper.h
6
hyper.h
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@ -2,9 +2,9 @@
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// It is quite chaotic.
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// It is quite chaotic.
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// version numbers
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// version numbers
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#define VER "11.0n"
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#define VER "11.0o"
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#define VERNUM 11014
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#define VERNUM 11015
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#define VERNUM_HEX 0xA60E
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#define VERNUM_HEX 0xA60F
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#include <stdarg.h>
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#include <stdarg.h>
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#include "hyper_function.h"
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#include "hyper_function.h"
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