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Thread: Caves of Qud - Version History

  1. #521
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    • Ripe plants now appear on the alt overlay if you have the Harvestry skill.
    • Torch sconces no longer function as campfires.
    • Vinewafers and vinewafer sheaves are now worth much less.
    • Dreadroot tubers are now harvestable less often.
    • Dreadroot is no longer destroyed when its tubers are harvested.
    • Changed dreadroot's unripe glyph color.
    • Qudzu stems are no longer considered corpses.
    • Reduced the frequency of chitinous puma corpse drops.
    • Added an option for auto-drink threshold.
    • Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
    • The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
    • Added a Saves subfolder to the Cave's of Qud's AppData folder. Saved games are now stored there.
    • Fixed the missing meal descriptions when you whip up a meal in Grit Gate.
    • Fixed an issue that caused the 'whip up a meal' option to occasionally be displayed twice in the campfire menu.
    • Fixed an issue with smart use when two campfires were adjacent to each other.
    • Fixed an issue where cooking ingredients that were in different item stacks could be cooked together even if they shared the same ingredient types.
    • Fixed an issue where whole stacks of cooking ingredients were occasionally consumed when cooking a meal.
    • Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
    • Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
    • [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.

  2. #522
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    The Cooking and Hunger Rework Feature Arc

    Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.

    • Hunger has completely changed.
      • After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
      • The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
      • As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
      • As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
      • Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
      • If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
      • You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
      • You can still eat food out of your inventory to supplement campfire cooking.
        • Most foods are now snacks, which sate a few hours of hunger.
        • Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
        • If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
        • We removed auto-eat.
        • Fresh food spoilage is coming later.
      • Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
      • However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
      • Traveling overland is a bit more difficult now; lost rates have increased.
      • Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
      • We adjusted food quantities throughout the world to account for the new hunger system.
    • We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.
      • You can learn Cooking and Gathering from the Kyakukyans.
      • If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
      • Cook with ingredients:
        • Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
        • You can cook with up to two ingredients (three if you have the Spicer skill power).
      • Cook from a recipe:
        • We added handwritten recipes and procedurally-generated recipes.
        • We added procedurally-generated cookbooks with procedurally-generated recipes.
        • Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
        • You can share recipes during the water ritual.
        • Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.
      • Preserve fresh foods:
        • We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
        • We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
        • We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
        • We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
      • The final Cooking and Gathering skill power is Carbide Chef.
        • With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.
    • Each village has an oven where you can cook food or eat its signature dish for free.
    • We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.
      • Harvest Plants is now a toggleable passive power like Butcher Corpses.
      • Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
      • We adjusted all the harvestable and butcherable item frequencies to account for these changes.
      • You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
      • Ripe plants now appear as a different color than their non-ripe counterparts.
      • Ripe plants now appear on the alt overlay if you have the Harvestry skill.
      • We added some new harvestable and butcherable items.
    • Added a new 1-point mutation: Carnivorous.
      • Carnivores can eat raw meat without getting sick.
      • Carnivores don't need to be famished to eat meat.
      • Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
      • Carnivores get no satiation from non-meat foods and may get ill from eating them.
      • Carnivores can't cook with plant ingredients.
    • Here's a list of other cooking and hunger-related changes we made.
      • Removed the Ravenous defect.
      • Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
      • Reduced the cost of Fasting Way, Conatus, and Mind over Body.
      • We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
      • Added a bunch of detail to the Wayfaring skill power descriptions.
      • Made harvestable witchwood rarer.
      • Added an option for auto-drink threshold.
      • Gave Svenlainard some preserved cooking ingredients.
      • Updated dreadroots' tile and harvest properties.
      • Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
    • Like with all our other systems, we'll be expanding this one as time goes on by adding new ingredients, recipes, and effects!
    [*]Apostles now start with Tactful.[*]Energy cells of the same charge level now stack in your inventory.[*]Fixed a bug with bleeding resist.[*]The textbox for most of the game's option dialog menus now properly resizes to account for long titles.[*]Added a Saves subfolder to the Caves of Qud's AppData folder. Saved games are now stored there.[*]Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.[*]Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.[*]Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.[*][modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.[/list]


    Below is the log for the changes from last week's beta patch.
    • Added campfire sounds and music.
    • Ripe plants now appear properly in the alt overlay if you have Harvestry.
    • Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
    • Reduced the cost of Fasting Way, Conatus, and Mind over Body.
    • Added procedurally generated cookbooks.
    • Traveling overland is a bit more difficult now; lost rates have increased.
    • Crossing the salt desert on the overland map takes much longer now in game time.
    • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
    • You can properly cook with all limbs, faces, and heads now.
    • Added descriptive information to liquid containers that contain liquid cooking ingredients.
    • Procedurally generated recipes now have very varied names.
    • Added ovens to villages where you can cook or eat the signature dish for free.
    • When you cook an inspired meal, the three effect choices are more varied now.
    • Reduced one of the effects for eating meat from +40-50% HP for an hour to +30-40% HP.
    • Added tiles and descriptions for all cooking ingredients.
    • Added signature dishes to the Six Day Stilt, Grit Gate, and Kyakukya.
    • Added a new 1-point mutation: Carnivorous.
    • Removed the Ravenous defect.
    • Updated the old UI to better display cooking recipes in the campfire menu.
    • You're told why you can't go to the worldmap when you're famished now.
    • Added message log entries for a bunch of cooking effect triggers.
    • Gave Svenlainard some preserved cooking ingredients.
    • Added a new cooking ingredient: fermented yuckwheat stem, preservable from yuckwheat stems.
    • Added honey and convalessence as proper cooking ingredients.
    • We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
    • Changed kippers' inventories.
    • Added back a bunch of harvestable and butcherable master targets as low-frequency harvest/butcher drops.
    • Scholar actually starts with Harvestry now.
    • Made witchwood rarer.
    • Lowered the jerky yield from most raw meats.
    • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
    • Apostles now start with Tactful.

  3. #523
    Administrator Unormal's Avatar
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    The Cooking and Hunger Rework Feature Arc

    Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.

    • Hunger has completely changed.
      • After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
      • The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
      • As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
      • As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
      • Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
      • If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
      • You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
      • You can still eat food out of your inventory to supplement campfire cooking.
        • Most foods are now snacks, which sate a few hours of hunger.
        • Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
        • If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
        • We removed auto-eat.
        • Fresh food spoilage is coming later.
      • Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
      • However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
      • Traveling overland is a bit more difficult now; lost rates have increased.
      • Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
      • We adjusted food quantities throughout the world to account for the new hunger system.
    • We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.
      • You can learn Cooking and Gathering from the Kyakukyans.
      • If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
      • Cook with ingredients:
        • Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
        • You can cook with up to two ingredients (three if you have the Spicer skill power).
      • Cook from a recipe:
        • We added handwritten recipes and procedurally-generated recipes.
        • We added procedurally-generated cookbooks with procedurally-generated recipes.
        • Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
        • You can share recipes during the water ritual.
        • Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.
      • Preserve fresh foods:
        • We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
        • We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
        • We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
        • We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
      • The final Cooking and Gathering skill power is Carbide Chef.
        • With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.
    • Each village has an oven where you can cook food or eat its signature dish for free.
    • We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.
      • Harvest Plants is now a toggleable passive power like Butcher Corpses.
      • Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
      • We adjusted all the harvestable and butcherable item frequencies to account for these changes.
      • You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
      • Ripe plants now appear as a different color than their non-ripe counterparts.
      • Ripe plants now appear on the alt overlay if you have the Harvestry skill.
      • We added some new harvestable and butcherable items.
    • Added a new 1-point mutation: Carnivorous.
      • Carnivores can eat raw meat without getting sick.
      • Carnivores don't need to be famished to eat meat.
      • Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
      • Carnivores get no satiation from non-meat foods and may get ill from eating them.
      • Carnivores can't cook with plant ingredients.
    • Here's a list of other cooking and hunger-related changes we made.
      • Removed the Ravenous defect.
      • Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
      • Reduced the cost of Fasting Way, Conatus, and Mind over Body.
      • We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
      • Added a bunch of detail to the Wayfaring skill power descriptions.
      • Made harvestable witchwood rarer.
      • Added an option for auto-drink threshold.
      • Gave Svenlainard some preserved cooking ingredients.
      • Updated dreadroots' tile and harvest properties.
      • Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
    • Like with all our other systems, we'll be expanding this one as time goes on by adding new ingredients, recipes, and effects!

    • Apostles now start with Tactful.
    • Energy cells of the same charge level now stack in your inventory.
    • Fixed a bug with bleeding resist.
    • The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
    • Added a Saves subfolder to the Caves of Qud's AppData folder. Saved games are now stored there.
    • Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
    • Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
    • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
    • [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.



    Below is the log for the changes from last week's beta patch.
    • Added campfire sounds and music.
    • Ripe plants now appear properly in the alt overlay if you have Harvestry.
    • Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
    • Reduced the cost of Fasting Way, Conatus, and Mind over Body.
    • Added procedurally generated cookbooks.
    • Traveling overland is a bit more difficult now; lost rates have increased.
    • Crossing the salt desert on the overland map takes much longer now in game time.
    • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
    • You can properly cook with all limbs, faces, and heads now.
    • Added descriptive information to liquid containers that contain liquid cooking ingredients.
    • Procedurally generated recipes now have very varied names.
    • Added ovens to villages where you can cook or eat the signature dish for free.
    • When you cook an inspired meal, the three effect choices are more varied now.
    • Reduced one of the effects for eating meat from +40-50% HP for an hour to +30-40% HP.
    • Added tiles and descriptions for all cooking ingredients.
    • Added signature dishes to the Six Day Stilt, Grit Gate, and Kyakukya.
    • Added a new 1-point mutation: Carnivorous.
    • Removed the Ravenous defect.
    • Updated the old UI to better display cooking recipes in the campfire menu.
    • You're told why you can't go to the worldmap when you're famished now.
    • Added message log entries for a bunch of cooking effect triggers.
    • Gave Svenlainard some preserved cooking ingredients.
    • Added a new cooking ingredient: fermented yuckwheat stem, preservable from yuckwheat stems.
    • Added honey and convalessence as proper cooking ingredients.
    • We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
    • Changed kippers' inventories.
    • Added back a bunch of harvestable and butcherable master targets as low-frequency harvest/butcher drops.
    • Scholar actually starts with Harvestry now.
    • Made witchwood rarer.
    • Lowered the jerky yield from most raw meats.
    • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
    • Apostles now start with Tactful.

  4. #524
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    *Fixed some missing ingredient text in the rustwells
    *Fixed an issue with the looker crashing when passing over liquid volumes

  5. #525
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    *Fixed an issue causing whole stacks to improperly be used up in some cases when cooking from a recipe

  6. #526
    • You can now cook with lava.
    • Canned Have-It-All is now a preserved food that you can cook with.
    • Scorpiock meat not properly exists.
    • Removed the Bludgeon power from Equimaxes and Naphtaali runts, which means they'll no longer stun lock you. Be warned, though: albino apes and ogre apes still bludgeon.
    • If you have Butchery, you can once again butcher cybernetic implants from corpses.
    • Creature AI now takes combat actions less deterministically. That is, sometimes they'll use a mutation before throwing something at you, and sometimes they'll do those things in the opposite order.
    • Creature AI no longer attempts to confuse creatures who are already confused or robots.
    • Falling asleep now clears a creature's goals.
    • When you talk to the temporal fugue clones of other creatures, you no longer get the message, "You make small talk with yourself."
    • Temporary and non-temporary objects of the same type no longer stack together.
    • Fixed an issue that occasionally prevented monsters from attacking up stairs.
    • Fixed an issue that caused monsters to attack through floors even when no stairs were present.
    • Fixed the Escape key not working properly on the recipe details popup menu.
    • Fixed a rare exception with Clairvoyance.
    • Fixed an issue that caused only the top solar cell in a stack to recharge.
    • Fixed an issue that caused hotkeys to be improperly assigned in the cell picker.
    • Fixed an issue that caused cells to disappear while they were being swapped.
    • Fixed some small grammar issues.
    • Fixed an issue that caused particle effects to remain on screen after quitting a game.
    • Fixed an issue in the Tomb of the Eaters.
    • Fixed a memory leak.

  7. #527
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    • We refreshed the Photosynthetic Skin mutation to account for the recent hunger changes.
      • You can bask in the sunlight instead of eating a meal to gain a special metabolizing effect: +(20 + mutationLevel*4)% regeneration and +(mutationLevel + 3) / 2 Quickness.
      • This effect doesn't stack with other metabolizing effects and lasts for a limited time. If you're underground, you'll have to return to the surface to bask in the sunlight again.
        • Level 1-4 duration: 1 day
        • Level 5-8 duration: 2 days
        • Level 9+ duration: 3 days
      • You accure starch and lignin that you can use as special ingredients in meals you cook. You accrue 1 serving of each for every six hours in the sunlight, up to a maximum based on your mutation level.
        • Level 1-4 max servings: 1 serving of each
        • Level 5-8 max servings: 2 servings of each
        • Level 9+ max servings: 3 servings of each
      • The potency of your starch and lignin increases with mutation level.
      • Instead of becoming famished when you haven't eaten or basked in the sunlight for a while, you wilt (-10% regeneration, -5 Quickness).
      • +200 reputation with roots, trees, vines, and the Consortium of Phyta
    • Added a new music track to the village of Kyakukya.
    • Added new keybindings to zoom in and out (Options > Key Mappings > Display).
    • Renamed Heightened Speed to the more accurate Heightened Quickness.
    • Fixed several rare issues causing soft-locks during map generation.
    • Made some small improvements to the memory footprint.

  8. #528
    • You can now cook with slime.
    • You can now cook with neutron flux. Do so at your own risk.
    • Named NPCs can now be hated by a faction for insulting various aspects of their culture, not just their women.
    • Named NPCs can now be admired by a faction for praising various aspects of their culture.
    • Rivers that course through the salt desert are now rivers of salt.
    • We made a bunch of performance improvements for late games (games with high-level player characters that have explored a lot of the world).
      • Reduced save file size by 30-90% across the board, but late games benefit more.
      • Greatly improved memory use in late games.
      • Fixed several issues causing objects to memory leak in late games.
      • Fixed several issues that caused more zones than necessary to be loaded into memory.
    • Objects cloned by temporary metamorphic polygel are now themselves temporary.
    • Fixed an issue that soft-locked the game when you cooked in the Rainbow Wood (and more rarely in a few other places too).
    • Fixed an issue that let you cook with more ingredients than the maximum by selecting too many ingredients, unselecting some, then cooking.
    • Fixed the formatting on some campfire popups.
    • Fixed the position of the target picker help text.
    • Fixed an issue causing some walls to be painted incorrectly after loading a saved game.
    • Improved memory use for some objects.
    • Fixed a rare issue causing objects generated during world generation to not properly spawn in game.

  9. #529
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    • We added legendary chefs.
      • You'll find their kitchens as new overland encounters.
      • Each kitchen contains an oven where you can sample the chef's dishes.
      • Chefs may share one of their recipes during the water ritual.
      • Each chef sells a personalized cookbook.
    • Canned Have-It-All no longer contains neutron flux. This means that cooking with canned Have-It-All no longer has the chance to cause critical gravitational collapse. The makers of canned Have-It-All realize this change to their formula renders their product in violation of advertising law, but "canned Have-Most-of-It" didn't do as well in market research, so they're willing to take their chances in court.
    • You can no longer cook on the world map.
    • You can now make camp any time there's no campfire nearby.
    • When you make camp, you're no longer asked to choose a direction until it's confirmed that you can camp here.
    • Campfire sounds now respect global sound settings.
    • You can now go up or down stairs via the Use command.
    • The glowpad merchant is now a member of the Consortium of Phyta, as intended.
    • Changed the colors of the witchwood tree and its bark.
    • Restored the option to automatically dissasemble scrap.
    • Added a new prerelease UI element for ability cooldowns. You need to enable the prerelease input manager to change ability selection bindings (Options > Controls > Prerelease: Use new input manager).
    • Added item costs to the prerelease trade UI.
    • Fixed the molting basilisk poison message being displayed when non-player characters were infected.
    • Fixed an issue with the popup message generated when you travel to a known lair or workshop for the first time.
    • Fixed an issue in the prerelease input manager that allowed you to use abilities even when they were on cooldown.
    • Fixed an issue that caused projectiles to apply their on-hit effects to the attacker if they didn't penetrate the defender's armor.
    • Fixed an issue that occasionally caused injectors to apply their effect even if they didn't penetrate the defender's armor.
    • Fixed an issue with sacrificing items at the Sacred Well where whole stacks of items were improperly consumed.
    • Fixed an issue that caused some liquid containers with cookable liquids to not appear in the ingredient selection menu.
    • Fixed an issue that allowed you to select zero-volume liquid containers as cooking ingredients.
    • Fixed an issue with food preservation that resulted in the wrong number of servings being preserved.
    • Fixed some issues that caused the wrong number of servings to be consumed while cooking.
    • Fixed an issue that caused stacks of energy cells to disappear from the trade UI when you tried to recharge them.
    • Fixed some additional issues with item stacks.
    • Removed some archaic statues to non-existent sultans.
    • Fixed the game thread not properly suspending when the game window went out of focus.
    • Fixed a memory leak that occasionally occurred if the game window was out of focus for long periods of time.
    • Fixed some spelling errors.
    • [modding] AmmoGeneric now supports a new field, SpecializedProjectileObject, that combines with the existing ProjectileObject field to allow AmmoGeneric-based magazine weapons to load several types of ammo. You use the new field to specify an ammo object whose behavior you want to mimic. For example, let's say you create two new ammo objects, each with the AmmoGeneric part. If you set the ProjectileObject field in both parts to "Projectile12Gauge", a gun that can load Projectile12Gauge ammo will be able to load both your new ammo objects. You can then set the SpecializedProjectileObject fields on both parts differently, say one to "IncendiaryBullet" and one to "ElectrifiedBullet". Now these new ammo objects will mimic the behavior of the IncendiaryBullet and ElectrifiedBullet objects respectively, and they'll both be loadable by guns that can load Projectile12Gauge ammo.

  10. #530
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    *Fixed an issue causing zones to be thawed too often when transitioning between zones

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