Week #40 update

Most of my time this week on Lode Runner Online: The Mad Monks' Revenge was spent playing LAN games with my brother. We found quite a few bugs which was nice.

I'll be working on making quite a few significant changes to the save game format. I'll try to add backwards compatibility for existing saves but I might not be able to.

A name in parenthesis and in bold is the finder of the bug/quirk. Thanks to all, I really do appreciate your time and support. Cheers!


  • fixed bug that altered a blastable block when burying tools


  • fixed players being able to run through solid objects
  • updates to goo to match the Original;
  • goo thrown at phase blocks fixes
  • last frame of animation no longer skipped
  • fixed bug with goo thrown on bottom row
  • fixed bug that did not draw proper tools if buried
  • monks;
  • fixed monks merging when crossing onto ladders
  • fixed monks not using monk-only teleports (Artyom)
  • monks can no longer step off a ladder and leap-frog a blasted block (Gareth, TJ)
  • monks can no longer be befuddled when they are waiting on another monk that is blocking a teleport exit
  • players now teleport before drowning - matches the Original
  • players now get crushed in exit phase blocks that are appearing into the puzzle (Artyom)
  • fixed bug that could potentially save altered puzzles into saved games

Goo incorrect


  • when the host cheats, points are now reset on the client machines


  • updated FNA engine to 16.10
  • fixed mouse cursor not showing when returning to the main menu
  • fixed duplicate entries in the puzzle viewer tooltips

Bugs being worked on

  • runners not entering exit doors (Howie)
  • some Windows machines not be able to detect LAN games (Steve)
  • machines with a different Windows on host/client are affected
  • automated build tool creating ZIP files that cannot be extracted on Linux machines (TJ)

What I'll probably do next week

  • fix bugs from LAN gameplay
  • changes to save game format