Brutal Orchestra 1.4.1f1 Minor fixes
A small update focused on more modding options:
Fixes
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Fixed bug where Premature Excretion Ability was not being removed properly.
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Fixed bug where boss pearls were not showcasing properly if mods were being deactivated.
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Fixed bug where hidden characters were messing up the Character Selection Menu.
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Fixed Bug on Status Effect Application where it was not properly working as intended.
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Withering units won't die anymore if a unit dies and spawns another unit.
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Fixed bug where Fishing Rod and Can o' Worms were generating more items than intended.
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Showdown Ability icon fixed.
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Fixed The Orpheum environment layers so they show properly.
Texts:
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Crooked Die Item now specifies that it only decreases direct damage.
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Fixed typo on Eviscerate Abilities.
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Updated Bone Spurs description so it is a bit easier to understand.
Balancing:
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Bronzo's Bailout Ability will now heal 30 hp instead of fully healing him.
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Blood Gamble Ability fail condition fixed so even if the attack is blocked by Shield or Divine Protection it won't deal damage to the Party Member that uses it.
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Starvation Ability now has the Frail intent.
Mods
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Increased the Ability Icons in Combat from 6 to 10 for Enemies and Party members.
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Made some Healing and Damage variables modifiable for easier modding access.
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If a Modded Item is missing its achievement it will showcase an error achievement.
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Added support for custom Modded Achievement messages.
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Made the Ability Generation function for characters modifiable for mods.
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Easy and Hard mode Mung and Jumble Guts Enemy Bundles are now different entities so modders can add their encounters to them without affecting the Easy mode.
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Added nearly all Passive icons to the Intents list for mods.
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Added methods to Status and Field Effect scripts so it is easier to remove content from them for mods.
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Added Specific Unit Targeting by Health to the BrutalAPI.
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Added Custom data for Combat Results for mods.
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Added Custom message options for Modded achievements
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Made Omitted fools independent from each Zone so it is easier for mods to add their fools into the omission list.
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Added a system to add custom Zones into the run.
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Added an option to load and swap Zones during a run for future mods.
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If a modded zone path doesn't end in a boss it will now show a Zone portal alongside the rest of the paths instead of only a Zone portal.
Enjoy!
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