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Version 1.1.73: bugfixes, better Ironclad & Full-rigged

Time for a big bugfix patch! Also some balance changes, improving certain ships, some spells, and reducing the potency (while improving the consistency) of Critical Recovery.

1 / 1 · 100%

BALANCE

  • Full-rigged's Downwind increased from +1 -> +2

  • Ironclad's Downwind increased from +1 -> +2 and value reduced from $45,000 -> $40,000

  • Glacier's value increased from $35,500 -> $40,000

  • Blackwing Galleass' value increased from $33,500 -> $36,000

  • Critical Recovery healing reduced from 20% -> 15% HP

  • Critical Recovery healing is now based on 'true' Max HP instead of being reduced by KO penalties

  • Increased Zoar Bat attack damage by +1

  • Increased 'Gate: Avalanche' base damage by +1 and Magic Attack scaling by +20%

  • Buffs are now dispelled when entering a dojo

  • Reduced XP reward decay for very common enemies such as Cleever or Spides

  • Negate status now also negates weapon augments

  • Reduced world domination dialog requirement from holding 26 ports to holding 25 ports

  • Bauen now has 'Bulwark' passive

BUGFIXES

  • Attempted fix for AI targeting tiles outside their allowed range

  • Attempted fix for music GC load error

  • Moving an ally's corpse outside of combat now revives them instead

  • Slightly changed 'Gate: Sky' damage delay to make it more reliably hit enemies that are pulled

  • Fixed Critical passives not triggering when a secondary hit brings the target into critical condition

  • Fixed AI being able to move if they become Immobilized during their action

  • Fixed secondary crew inventory window position not being saved

  • Fixed obnoxious flickering if an invisible ally is holding a light source

  • Fixed light sometimes appearing through solid walls

  • Fixed 'Shift Stab' being able to put the caster inside other characters in certain situations

  • Fixed final boss being able to be displaced by party members or items when it spawns

  • Attempted fix at Admiral or his allies sneakily getting extra turns during cutscenes

  • Fixed Bauen getting crushed into the wall if the player starts the cutscene while in the way

  • Fixed being able to loot some cargo even if all enemy ships flee

  • Fixed 'Deploy Conveyor' range being reduced by difficult terrain

  • Fixed item summon abilities (such as Set Trap or Fire Whirl) sometimes showing selectable tiles where the item can't fit

  • Fixed Galf's allies interrupting his speech and going straight to combat if they detect you

  • Fixed rare case where a moored ship becomes uninteractive until the game is restarted

MODDING

  • AvAffecters with actorValue=task; now pass in the XY of the target tile to the Task, and pass in strings, bools, etc. like dialog specialEffects do

  • new Task 'addItemToContainer' that adds an item of sValue1 type (of quantity fValue1) to the first container (of sValue2 type if specified) found at XY

  • Fixed travel trigger positioning issues with mod procedural content (thanks rcfox!)

  • new examples in SupportAbilitySamples.txt

  • added support for Palette name mods (Example: [Palette] ID=newpalettename; num=#;)

  • added new Light property "palette", which allows non-textured lights to affect palette instead of lighting

  • added "_added_temp" global vars for tracking added setPieces, which are reset after each procgen world

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