fungus3 wrote:There are A LOT of bugs still. DNA costs are all ****ed up, and Spike still has lv2 charge. Also, the cells parts STILL do not animate. This is a VERY buggy version you have here...
As much as I love Dark Injection, I have to agree with Fungus on this one. Now, I do love the separated Spore files (finally), the cleaned up UI and the refined abilties, but what was odd is that some of the problems that didn't exist in the older versions showed up here. What happened? I understand if you wrote in some new code and forgot to go over them, but some of the features that was perfectly fine before just flat-out broke.
OK, here's the rundown of glitches I found so far:
Most of the Cell parts lost their fan-names as well as their function (the mouthes are fine, just the other illegal parts, except the spikes).
The new Dark Injection subpage icon (which is a step up for Spore modding) replaced the Galactic Adventures icon, and was not given the proper name.
The Cyborg Grox Eye as well as some of the fanmade parts are invisible (although I think the former issue was a problem with my game since I edited the older versions of DI).
The original abilties seems to remove the icons in the editor for your creature, but it turned out just fine in the main game.
To be fair, the glitches are not game breaking like last time and this is an improvement over V8, but you kinda shot yourself in the foot here. If you made a mod that is a huge leap or introduced something new to the table, you could at least test the new features out as well as some older stuff before releasing it, even if there are problems you ran into, there's nothing wrong into delaying it. Oh well, it could be worse. At least it's no SimCity 5!