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).
-
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
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
-
-
-
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;
-
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!
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.