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Version 1.6: the Bugpocalypse - and a new early-game dungeon!

It's a massive bugfix patch, a new early-game dungeon, and a gigantic amount of fun tools for modders thanks to the incredible efforts of Furdabip! He put in a huge amount of time fixing this up, and after 5 months of testing (thank you beta testers!) it's finally ready to go!

The patch notes are actually so long that I cannot even fit all the new modding features in this post! I'll be posting an appendix of new variables and such on the Steam forums here.

VERSION 1.6.05

  • Added a new early-game dungeon, 'Bleak Mine'! Can be found west of Fantlin (64 S, 122 W).
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  • Bombardier's 'Activate' now highlights tiles with activatable items in them

  • Warden's 'Enduring Negate' threshold increased from 1 + half Life Skill -> 2 + half Life Skill

  • Gojer Flank cafe food costs +1$ more and grants +2 PhysEva more

  • Sage's 'Pure Mind' now also works against abilities that 'cancel' spell casting, such as Distraction and Terrorize

  • The food indicator bar will no longer flash if the player has no Food but >9 Deluxe Rations

  • Shop inventories are now sorted, and remove gaps when items are purchased

  • Optimizations across the board, especially when loading zones or music

  • 'Glowing' is now treated as a negative status effect for Ruin Touch or similar abilities

  • Pledging service to a faction is no longer possible if your favor with them is below -40

  • Smaller lit furnaces can now break down equipment

  • An "X" broken item icon now shows on the character portrait if that character has a broken item

  • Fixed "receive" being misspelled 3 times

  • Fixed various other spelling and formatting errors in journal entries and dialogs

  • Text input now supports the Home, End, Del and NumPad keys

  • Mechanist's 'Ability Scanner' now also displays gold and unequipped items in the enemy's inventory

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BUGFIXES

  • Fixed being able to stack party members on the same tile during formation phase

  • Fixed rushing the Gatekeeper unlock not costing any money in certain cases

  • Fixed Negate healing excess damage when the character would have been killed by the attack

  • Fixed actors being able to be pushed onto other actors while standing on bridges over pits/water

  • Fixed the Lasher using the wrong color for its FX

  • Cafe food effects no longer reset their duration upon reload

  • Fixed the player still moving to another tile when movement was canceled quickly after selecting a tile to move to in combat

  • Fixed being able to drag class icons from one character to another that hasn't learned it yet

  • Fixed being able to push/pull buried items

  • Fixed being able to push/pull items underneath items like Pushable Boulders

  • Fixed being able to push/pull characters on top of each other if they were on a bridge

  • Fixed flagships rarely spawning inside ports/locations

  • Fixed crew assigned to player-owned ports rarely appearing in other ports

  • Fixed ability previews while hovering over them sometimes highlighting incorrect tiles

  • Item timers now tick down more consistently

  • Fixed Heavenpiercer lowering morale of nearby allies if they were at maximum morale

  • Fixed rare cases where Journal Goals would not be marked as complete

  • Fixed possible overlap of cargo numbers

  • Fixed lag when hovering high range abilities in the hotbar

  • Cleaned up map tooltips for ports that have lots of icons

  • Fixed some rare display issues with HP/MP bars

  • Fixed being able to move corpses between zones

  • Fixed being able to clip through ground in certain cases when switching flagships

  • Fixed being able to switch landing party while using actions or while in Redens' arena

  • Fixed King Heatle being too reckless about walking into fire spawned by Flamesprayer

  • Fixed ships not selecting the correct tiles for their movement when they are facing east and turn around towards the west when the wind is also blowing east

  • Fixed Static Buildup leaving behind multiple Static Fields when using certain movement abilities

  • Fixed Scourge's Torment potentially curing statuses on the caster if used on an empty tile

  • Removed a single rogue tile blocker in the middle of the ocean on the overworld

  • Fixed "Intimidate" option sometimes not appearing when trying to enter a port that hates you

  • Fixed the inventory UI repeatedly playing sound effects if hovering the mouse between slots

  • Fixed a fog of war not being drawn correctly if the current player character drowns

  • Fixed certain oversized item sprites in journal entries being stretched

  • Fixed Static Fields not being electric element

War Mech now has a weakness to antiMachine weapons and abilities

MORE FIXES

  • Fixed a potential softlock if holding the player character while entering a location

  • Fixed a bug that would allow duplicating crew from your flagship onto another ship

  • Fixed rare softlock when starting combat by using certain abilities on enemies

  • Fixed potential AI softlock when trying to evaluate delayed pushes

  • Fixed a crash when trying to push a sliding item out of bounds

  • Fixed weapons being misplaced into held items when using keyboard shortcuts in a zone that doesn't let you act

  • Fixed sometimes being able to complete a royal quest asking for a trigger stone without having one

  • Fixed turning in Lost Documents not using them up if they are in a container being held

  • Fixed excess Groves generated for royal quests being able to generate unobtainable Action Tablets

  • Fixed improper combat start when an item kills an actor in a single action

  • Fixed using the wrong weather on the overworld in certain areas

  • Fixed total play time no longer increasing after roughly 145 hours

  • Fixed saves over 728 months no longer counting new days and causing the sky to be dark

  • Fixed rare bug that could give 2 turns in a row if another character was removed from combat just before their turn

  • Fixed being able to use XP gems or ability crests on multiple characters at once if quickly removed and readded to the landing party mid-use

  • Fixed Launch Buoy being placed in the player's stash if it was held while leaving a location

  • Fixed rope on piton leaving bits of floating rope behind in certain circumstances

  • Fixed Pocketwatch not displaying the current time when used outside combat

  • Fixed the Salvager at Salvage Station SA-II not spawning items if blocked by a Barrier (only affects new saves)

  • Fixed items potentially being deleted when holding Shift and clicking Loot All on Lost Shipwrecks

  • Fixed being able to send items to Stash/Cargo during the intro using Shift + Loot All

  • Fixed items not reacting properly if the tile they are on is at max item capacity

  • Fixed "Barrel (Weapons)" item so the top half properly displays above characters

  • Fixed being able to trash a ship in port or sell a ship at sea if the fleet window is kept open when changing zones

MODDING CHANGES

  • Added descriptions for every Task

  • Procgen zone loading is now much faster when leaving Storm Cove at the start of a new game

  • Huge improvements for Build mode!

    • Triggers have clearer outlines, highlights, and IDs

    • Added a panel with controls to view the next/previous Actor or Trigger in the zone

    • Press 'H' to hide/show side panels

    • Press 'R' or 'F' to rotate or flip selected tiles in Grab/SetPiece mode

    • Fixed many bugs with Grab mode and SetPiece mode

    • Added "Copy Raw Trigger Data to Clipboard", "Copy Task", and "Reset Trigger" buttons to Trigger editor

    • Lefthand Item/Actor panel:

      • Added scrollbar and search bar

      • Items and Actors are now grouped by which mod they are from

      • Press ability hotkeys (1, 2, 3, etc) to change item category

      • Hold 'Show Tooltips' (Tab) over an item in the zone to highlight it in the panel & show extra info

      • Middle-clicking items or actors in the panel copies their ID to your clipboard

      • Added outlines for items with sprites that change based on quantity, or that have the replaceWith_toMake property

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  • Added an "Open Zone Folder" button in the top-right corner of build mode that opens the /Content/Data/ZoneData/ folder

  • Formulas now accept negative numbers (like abs:-5)

  • Formulas and dynamic text now accept @G to reference global variables

  • Items can now have prices over $9,999. All vanilla items have been capped at $9,999

  • Added "[CancelLoadingIfModEnabled]" and a sample of its use in /Content/ModSamples/. It stops loading further definitions if the specified mods are enabled

  • Added "[Screenwave]" and a sample of its use in /Content/ModSamples/FXSamples.txt

  • ActorTypeDetectAoE can now use cloneFrom

  • AoEs can now accept shape=; as names instead of numbers

  • Added shape=circle; (same as plus but rounds off edges)

  • Increased max journal goals to 54

  • Added new "Other" Journal category for modders that only shows if an entry for it has been added

  • Added new Blocker and control ItemTypes in the Hazard section for modders

  • Added static versions of Mounted Lanterns and Furnace items that are unaffected by day/night

  • The full text of the input formulaString is now shown when a Formula error occurs (only if debugMode is enabled)

  • Added many null checks in various places

  • Added tons of new tasks, formulas, and properties!

If you aren't super into modding, you can stop reading here. It only gets even more excessively technical from this point!

--

COMPLEX MODDING CHANGES

  • geo: Formula has been updated to accept a radius and maximum strength

  • Task strings can now use @XYI (nearest of item ID) and @XYT (currently targeted tile) and @XYL (XY of location)

  • @G and @F now can be stacked

  • @G and @F can now be used inside dialog format tags (Ex: <rand=@GmyGVar/@GmyOtherGVar)

  • Changed @R to give the results of a Formula as a float (Ex: taskString=setGlobalVar,GmyGVar,@RactorsDist:hagger:reeve)

  • Added ItemType.special 'alwaysShowTimer' and 'cantPushSmallerItemsOnMyTile'

  • ItemType.special 'unbreakable' now works for armor

  • Added a tEnterLoc trigger to all vanilla Location zones that were missing it

  • Added Actor.equipmentDoesntChangeArmorPalette and ActorType.equipmentDoesntChangeArmorPalette

  • ZoneMerges have new properties 'tryZoneEntryTriggersAfterMerge' and 'deleteExistingItemsBelowMergedTerrain', which are explained in ModSamples/sampleMod_boatInPort1.txt

  • Added formula prefix 'swapTargetXY'

  • Trigger editor now accepts numerical elements

  • Added 'buttonInteracted' Element, which is applied to the player Actor when any command is pressed or released

  • Added unused 'repairItem' Element

  • Added 'enterZone' Element, which is applied to every tile & actor in the zone when entered, but before tEnterZone is triggered. Not applied when loading a game.

  • Added Element.moveSelected, which is applied when an actor starts its move in combat & before actually moving

  • Added Element.undoMove, which is applied when the player undoes an actor's previous movement in combat

  • Added Element.iWasPushed, which is applied to an item at the tile it was just pushed to after being pushed

  • Added Element.examine, which is applied to an item or tile when it is 'LOOK'ed at.

  • Mods can now add their own Fame texts to the Esc menu (by setting gVars 'trackedFame1' through 'trackedFame50' for the dynamic text and 'trackedFameName1' through 'trackedFameName50' for the tooltip)

  • Mod Factions can now display their favor on the Esc menu if trackFavor=true;

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  • Defeating pirates & making big research discoveries now grants favor to mod Factions as well

  • Investigators can now track mod Factions if they have fleetsCanBeTracked=true;

  • Added 'crewMP' actorValue

  • Added 'freeInventoryManip' actorValue, which allows moving items in inventory without consuming a turn in combat

  • Added new equipment-related actorValues: repairAllItems, repairWeapons, repairMainWeapon, repairOffhandWeapon, repairArmor, breakAllItems, breakMainWeapon, breakOffhandWeapon

  • Added new globalTriggers tEnterCombat, tExitCombat, tEnterZone, tExitZone, tKill

  • Added tEnterLoc trigger to all vanilla Location zones that were missing it.

  • You can now drag a .png onto the game window to force refresh just that image

  • Added bool SpawnData.actorCountIgnoresPowerLevel to make minActors/maxActors ignore power level

  • Now setting gVar 'pauseItemTimers' to 1 prevents all item timers from incrementing

  • Added 'sc' / 'sanitizecheck' console command, which takes a string and shows what it will look like with everything sanitized. This can then be copied and used in formulas that check specific hasProperty:property:value stuff.

  • Added new parameters for 'screenshot', 'moveItems', and 'damageNumber' tasks

  • Added access to the FleetManager to LUA scripts as 'fm'

  • Changed debugging semicolon check when reloading local mod files with Ctrl+R to be a little more lenient so as to not catch as many false positives

  • Changed pushable items and containers so they don't open, close, get pushed, or react with Element.closeContainer while in build mode

  • Changed formatting of copied text when using Ctrl + C on the console window to account for new lines and message titles

  • Added support for a modded eral overworld zone to be any size (previously it would crash if it wasn't 800x500 tiles)

  • Deleting a Trigger now deletes its corresponding triggersFlaggedAsDone entry

MODDING FIXES (GENERAL)

  • Fixed mod 'Edit Tags' not working properly

  • ActorValueEffect's formulaMod should now always be properly refreshed and reset as appropriate

  • Changed 'c:' and 't:' Formulas to check Actor properties if no ActorValue is found

  • Fixed <adjMaxWidth=> not working correctly

  • Fixed some properties not being properly cloned when using cloneFrom (Except LevelData, which wasn't changed to maintain mod compatibility)

  • Fixed rare critical condition animation bug that could cause a softlock

  • Fixed mod zones being loadable from Steam Workshop mod folder even when Steam Workshop mods are disabled

  • Fixed the character editor sometimes not properly updating the number when selecting body parts

  • Fixed crash if nonexsistent body part is entered into character editor

  • Fixed rare crash when the most recent save has an item that is Reacting when loading the main menu

  • Fixed issues with mods that change the size of the overworld 'eral' zone

  • Fixed organization errors when journal entry categories are changed

  • Fixed only the last DialogOption being checked for an Esc option

  • Fixed definitions that are part of other definitions (such as AvAffecter and Action) crashing if the main definition doesn't exist

  • Fixed overwriting modder's setPieces.txt file if they save a zone with a name that starts with "sp"

  • Fixed 'partySizeMod' globalVar to be more stable with sizes of >20

  • Fixed crash when a recently spawned fleet's actors are interacted with in build mode

  • Fixed crash when a fleet's cargo is interacted with in a fleet battle in build mode

  • Fixed crash when capturing ships that are part of a sea monster fleet

  • Fixed rare modding bug that could let you capture the wrong ship after a fleet battle

  • Fixed being able to move held items into an Actor's inventory using keyboard shortcuts even if they have canControlFullyIfControllable=false;

  • Fixed ZoneMerge causing a crash when using Ctrl + R to refresh mod data

  • Fixed duplicating AV reactions when mods are reloaded with Ctrl + R in build mode

  • Fixed Ctrl + R sometimes preventing scrolling build mode items

  • Fixed list-mode Container UI not showing the last item in the container

  • Fixed not being able to interact with invisible Actors in build mode

  • Fixed Formula errors caused by numbers in scientific notation

  • Fixed crash if an ActorPrefab has a container in their inventory

  • Fixed crash if an Actor is deleted while its editor is open

  • Fixed quickslots showing incorrect inventory and abilities when exiting build mode while in combat

  • Fixed low morale and excess cargo alert FX playing even when the travel UI isn't visible

  • Fixed TerrainTypeReactions not working with only actorValues=; set

  • Fixed TerrainTypeReactions not working with delayUntilCanReactAgain=;

  • Fixed reflective TerrainTypes drawing their sideSprite=; with the wrong depth if the terrain's height is changed

  • Fixed terrain height of 5+ not properly stopping actors that are pushed into it

  • ItemType's drawSprite, spawnFX, & spawnFXColor can now take multiple entries (FX are played sequentially)

  • Fixed an ItemType cloneFrom crash when using a different texture than was used by its cloneFrom

  • Fixed ItemTypes with special=equipInAnySlot; applying ItemEffects even when broken

  • ItemType's special=replaceWith_assign_globalVar; now works properly with recursive toMakes

  • Fixed crash when a weapon uses an element=; that lacks a proper ElementAssociation

  • Fixed potential issue when loading ActorTypes with defaultSupportAbilities=; that aren't defined

  • Fixed modded ActorTypes not loading if any set constantAvEffects or ruinAvEffects aren't defined

  • Fixed ActorTypeDetectAoE not being able to use cloneFrom

  • Fixed modded Animations sometimes not accounting for attackKeyframe's endTime

  • Fixed GlobalTriggerEffect and TriggerEffect not properly setting taskString=; when loaded

  • Fixed ZoneMerges sometimes being skipped when multiple merges for the same zone exist

  • Fixed a couple crashes related to incorrect or out-of-range values for SpawnData

  • Fixed SpawnData so that it now fills in any missing data when loaded from a file

  • SpawnData no longer spawns extra Actors if maxActors=; and the total actorTypesMaxes==; don't match

MODDING FIXES (ACTIONS/AVAFFECTERS)

  • 'push' AV now properly obeys rotOverride=;

  • 'priority' AV now can use decimal values

  • Fixed negative 'priority' ActorValue causing friendly AI-controlled Actors to want to kill each other

  • Fixed 'crewHP' actorValue ignoring damageMultiplier and healMultiplier

  • Fixed some bugs with Breaker's Break Weapon dealing with unbreakable weapons

  • Fixed Action's special=autocastInTravel; not working

  • Fixed casting an action with a chargeTime that had a queued action with a longer chargeTime than the original action stopping its casting when the first cast action finished

  • Action's special=useFirstTargetToSecondTargetAsOrigin; no longer crashes the game if used with only one target

  • FXOnCaster and FXOnTarget's total FX delays are now properly counted instead of just the longest one used

  • AvAffecters that have weaponAvAffecter=true; should now overwrite all non-default properties of the Actor's weapon AvAffecter if they are set

  • AvAffecters in a weapon Action with useMyAoEWhenAddingAsWeaponAvAffecter=true; will now use all of the AvAffecter's properties when being cast alongside the main weapon AvAffecter

  • AvAffecter.forActEvalPurposesOnly will no longer be used by AI, weaponAvAffecters, or weaponBuffs

  • Fixed Ability Tablets conflicting with other sources of Action AVs, causing a lingering +1 to the AV

  • Fixed a loading error if a mod set an ActorClass.actions entry for an action that doesn't exist

  • Fixed ActorType's innateActions not being clickable in combat

  • innateActions of an ActorType now display icon_default.png as their icon if none is set

  • Fixed AreaOfEffect's shape=wideLine; not including Actors at the end of the line if an fReq=; is used

MODDING FIXES (LOCATIONS)

  • Location's locationItem=; is now a list of ItemType IDs to be added to its overworld Zone, with locationItemOffset=; added to refer to the X,Y offset of where to place the Item

  • Locations that are discovered/hidden now show/hide location items within 2 tiles instead of 1

  • Fixed issue where starting a new game wouldn't add the 'mod' tag to modded Locations when the overworld was visited for the first time

  • If a Location has tags=overworldCapital;, it will be treated as the overworld center for Salvage quests

  • Fixed undiscovered mod Locations in ocean tiles blocking the player's ship even if they aren't discoverable yet

  • Location's locationItem=; is now a list of ItemType IDs to be added to its overworld Zone

  • Fixed Investigators and cafe gossip discussing Locations with a false discoverable_fReq

MODDING FIXES (TASKS)

  • Tasks no longer require default values when parsing a taskString/specialEffect (you no longer need to add extra values like ",False,False" to prevent crashes)

  • 'go' and 'gob' console commands no longer trigger ZoneMerges

  • Fixed 'set' console command to accept the entire string typed instead of just the first 2 words when setting a string gVar

  • Fixed 'executeDialogEffect' crashing without an actorID

  • 'travel_leaveLocation' now works with zones that use locID

  • Fixed crash when Tasks try to get certain properties from definitions (such as Actor.facingRot using setGlobalVarToActorProperty)

  • Fixed 'addItem' adding cargo to player inventory even when the actor isn't controllable=true;

  • Fixed 'resetloc' not resetting a location's itemTypes_quantity when resetting a single location

  • 'removeItemFromParty' and 'removeItem_g' now properly remove items inside held containers

  • 'revive' now uses the triggering Actor as its target if no Actor ID is specified in sValue

  • 'hideQuickslots' now actually hides actor quickslots instead of showing them

  • Fixed 'spawn_actorPrefab_point' not properly using a travel point if the spawned Actors are part of a SpawnData instead of an ActorPrefab

  • Fixed 'spawn_onItem' only allowing a single SpawnData to spawn actors when called multiple times even if they have different IDs

  • 'addItem', 'spawnItem' and 'addItemToContainer' now accept negative values (-1 is default quantity, -2 is infinite, -11 through -19 is 10% through 90% chance to actually spawn)

  • 'damageNumber' can now take an actor ID or X/Y, text color, whether it bounces, and a gVar for its text. 'damageNumber_worldTime' can also take these, but only displays the time

  • 'research_report' now awards favor with all base-game and modded Factions with trackFavor=true; for journal entries that have a rarity=; of 5, 6 or 7

  • 'fx' can now have an FX color and a target for the FX

  • 'setGlobalVar_math' and 'setGlobalVarPlusLocID_math' can be set to no longer truncate decimals

For even more new variables, features, and commands, check out this Steam thread here!

Читать в Steam ↗

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