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Thread: Caves of Qud - Version History

  1. #541
    • Added a new gas type: normality gas. It has various space-time stabilizing and inhibiting effects on forcefields, vortices, teleportation, phasing, temporal fugue clones, time dilation, and psychic twinning.
    • Added three tiers of normality gas grenades.
    • Added a rare normality gas-emitting vent.
    • Added a new heavy weapon: normality gas pump.
    • Added a new creature: anomaly extinguisher.
    • Added a confirmation dialog when world generation completes (so you can finish reading the on-screen quote).
    • Eating a raw dreadroot tuber now causes fear.
    • Eat and disassemble are no longer the default actions for equipped severed faces.
    • Sleeping in bedrolls, sitting in chairs, lunging, and slamming no longer trigger teleport-based cooking effects.
    • Rebuked robots no longer become grazing hedonists.
    • Emission vents are now subject to electromagnetic pulses.
    • When you shake off confusion with Iron Mind, you now get an appropriate message in the message log.
    • Widgets now equip their whackers.
    • Missile weapons with unidentified energy cells no longer report their charge level.
    • Made the reload command work for liquid-loaded missile weapons.
    • Improved creature AI when out of missile ammo.
    • Spiffed up missile weapon status display in the sidebar.
    • Fixed an issue that let you use Temporal Fugue without spending energy.
    • Fixed an error in the amount of bonus reputation displayed as a baetyl reward.
    • Fixed some issues with stacking confusion effects.
    • Fixed several typos in the following text: Warden Indrix's description, Agyve's mumblings, Aggressive Stance's description, two-handed ursteel battle axe's description, icy vapor's description, rubbergum tonic's description, a Beak defect variant's description, merchant identification, some procedural histories and cooking descriptions, defensive lunge's failure message, boomrose arrow plurality, nocturnal apex's description, and Stopsvalinn-related text.
    • Added a bunch of modding functionality.
      • [modding] Added a FearOnEat part that applies a fear effect to the eater at an attack strength and duration specified by the Strength and Duration properties.
      • [modding] Made ConfuseOnEat allow the specification of the following properties: Strength, Duration, Level (die roll: confusion per mutation level), and BuildupTimeout (integer: number of turns before the effect overrides older ConfuseOnEat effects).
      • [modding] Added a new part, TreatAsSolid, for projectiles. If projectiles encounter an object in their path matching TreatOnSolid's criteria, they treat it as impassable. Supported criteria are TargetPart (the object has this part) and TargetTag (the object has this tag), the latter with an optional TargetTagValue (the object has TargetTag tag with this value). The Hits property specifies whether the projectile hits the object and has a chance to damage it (defaults to true).
      • [modding] Added a new part, DestroyContiguous, for projectiles. If projectiles encounter an object in their path matching DestroyContiguous's criteria, they roll to destroy it, and if successful, they roll to destroy objects matching the criteria in adjacent cells. Supported criteria are TargetPart and TargetTag, the latter with an optional TargetTagValue. The Chance property specifies the percentage chance for destruction (defaults to 100). The ChanceDegradation property is a cumulative reduction in the effective chance of destruction per hop to adjacent cells (defaults to 0).
      • [modding] Added new parts GasOnHit and GasOnEntering for weapons and projectiles. Weapons that hits and projectiles that traverse through cells, respectively, spawn the gas specified in the Blueprint property at a density specified in the Density property (die roll specification). GasOnHit also includes the OnWielderHit property.
      • [modding] Generalized GasAcid into GasDamaging. This new part includes the properties GasType (basic type tag like "Acid"), Noun (specifies the damage type in messages), ColorString (for tile rendering), MessageColor (applied to Noun in messaging), DamageAttributes (same as Attributes in MissileWeapon), TargetPart (only affects objects with this part), TargetTag (only affects objects with this tag), TargetTagValue (only affects objects with TargetTag and this value), TargetEquippedPart (only affects objects that have an item equipped with this part), TargetEquippedTag (only affects objects that have an item equipped with this tag), and TargetEquippedTagValue (only affects objects that have an item equipped with TargetEquippedTag and this value).
      • [modding] Generalized StasisGrenade into DeploymentGrenade. This new part includes the following properties: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, defaults to permanent), Radius (integer radius it fills with objects), Chance (the percentage chance a given cell spawns an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), UsabilityEvent (an event that must be successfully broadcast to the cell it lands in in order for the grenade to work, defaults to null), AccessibilityEvent (an event that must be successfully broadcast to a given cell in its radius in order to deploy an object there, defaults to null), ActivationVerb (the verb used to describe the grenade activating, defaults to "detonates"), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid cells block deployment, defaults to true), BlockedByNonEmpty (whether cells must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid uses "seeping" logic, defaults to false), DustPuff (whether the grenade emits a dust puff when it activates, defaults to true), DustPuffEach (whether each deployed object emits a dust puff, defaults to false), and NoXPValue (whether deployed objects lose their XP values, defaults to true).
      • [modding] Added a new CooldownAmmoLoader part, which makes a missile weapon require cooldown between shots. Supports the usual ProjectileObject property for loaders, a Cooldown property specifying the number of rounds, and a Readout property specifying whether the weapon shows a display of its remaining cooldown time (defaults to false).
      • [modding] Added architecture to try to make multiple ammo loaders on a missile weapon coexist peacefully. Only one loader should be given a ProjectileObject. Use this to add the CooldownAmmoLoader with other loaders for weapons that need both ammo and a cooldown time.
      • [modding] Added an AIShootCooldown part for missile weapons. Its Cooldown only applies when creature AI uses the weapon.

  2. #542
    Administrator Unormal's Avatar
    Join Date
    Apr 2010
    Out in the middle.
    • Creature AI now better copes with being in the same tile as something it's trying to kill or flee from.
    • Blood splatter no longer sticks to gases and holograms.
    • Gases no longer physically damage you if they're out of phase with you.
    • Sultan shrines and becoming nooks now show up on the alt display.
    • When you autoequip a weapon, it now defaults to equipping in an empty hand instead of replacing your primary hand's weapon. It still replaces your primary hand's weapon if all your hands are full.
    • Acid now eats through organic containers.
    • Eyeless crab shells and salthopper mandibles are no longer tagged as metal.
    • Corrupt bananas are no longer subject to electromagnetic pulses or rusting.
    • Corrupt bananas can no longer be laid as mines.
    • Scrap shovelers now have Dual Wield.
    • NPCs now take more care in avoiding fracti, campfires, torch sconces, torch posts, and arc sconces.
    • Oozes, snailmothers, ickslugs, snailmother eggs, and broken snailmother eggs no longer slip on slippery liquids.
    • NPCs no longer charge at things they shouldn't charge at.
    • Ovens are placed on top of doors less often (and so less frequently set them on fire).
    • Gases no longer shield things on the ground from being attacked.
    • Excluded merchant advertisements from baetyl requests.
    • Made items described on gravestones usually show up identified.
    • Made Hurdle, Longstrider, and Conatus grant the ability to sprint if you don't already have it.
    • Gave acid, oil, gel, and slime commerce value.
    • Made acid eat through organic containers it's poured into.
    • Hook and Drag and madpole latching no longer work if the target is out of phase with the attacker.
    • Dismembered limbs now have proper descriptions.
    • Specified that carnivores can't eat fungi.
    • Fixed the organic vs. inorganic statuses on several items.
    • Fixed a bug where pouring the entire contents of a container into another container prevented liquid effects from occurring in the second container. This allowed lava to be carried around by transferring it from one waterskin to another.
    • Fixed various instances of NPCs only wielding one of their natural weapons instead of both.
    • Fixed a bug that caused gases of different types to merge as if they were the same type.
    • Fixed a typo in gravestone text.
    • Fixed a typo in dismemberment notification.
    • Fixed a run-on sentence in Precognition messaging.
    • Updated credits.
    • [modding] You can now remove parts from an inherited blueprint by using the <removepart> element in objectblueprints.xml.
    • [modding] The object blueprint XML now supports no-close-tag form. For example: <part Name="Metal" />.
    • [modding] Creatures with the 'slimewalking' tag can now properly walk over sap, wax, and honey without impediment.
    • [modding] The xtagGrammar element now supports the IsPlural property. IsPlural="true" specifies that the object should be treated as plural for purposes of text generation.
    • [modding] Added the Except property to the NoDamage part. Damage of the excepted type bypasses the NoDamage logic and does damage.
    • [modding] Separated plants and fungi more thoroughly in the object inheritance structure, with new 'Fungus' and 'BaseFungus' blueprints, and added 'LivePlant' and 'LiveFungus' tags where appropriate.

  3. #543
    • New item: telemetric visor.
    • Autoexplore and creature AI now avoid spacetime vortices.
    • Applicators no longer work when broken or rusted.
    • Sense Psychic now has a chance to identify psychics every time you move closer to them instead of only when they move.
    • Generalized artifact attunement for items like ganglionic teleprojector into a standard boot sequence and applied it to a few artifacts.
    • Refreshed bio-scanning bracelets. They are now tinkerable, require an energy cell, are subject to EMP, have a boot sequence, and have new name ANSI.
    • Gave Horticulturalists a solar cell to power their bio-scanning bracelets.
    • Twinning lampreys are now considered psychics.
    • Twinning lampreys are more proficient with their bites.
    • Energy cells loaded in items you start the game with are automatically identified.
    • Cybernetic implants you start the game with are automatically identified.
    • Homoelectric wrist warmers can no longer be modded with the full range of armor mods.
    • Fixed an issue that made phase webs stickier than intended.
    • Fixed occasional cases where Precognition appeared to malfunction on NPCs.
    • Fixed several instances where zones were built when it wasn't necessary to do so.
    • [modding] The gases produced by the billowing conch of the Aji are now controlled by the tag DynamicObjectsTable:AjiConch.
    • [modding] The interaction of gases with the Gas Generation mutation is now data-driven. See the gas object blueprints for details.
    • [modding] The color of gas objects is now based on the ColorString attribute of the Gas part. The GasDamaging part no longer has a ColorString.
    • [modding] The SensePsychic mutation part can now be configured with Levelable="true" if you want to make it levelable, in which case its level is added to its detection radius and the chance of identification. Specify BaseRadius="n" if you want to make its base detection radius something other than 9. You can also use the intproperty TreatAsPsychic to force Sense Psychic to sense an object even if it doesn't have mental mutations.
    • [modding] Generalized the BioScanner and Inspector parts into IntPropertyChanger, which supports these properties: AffectedProperty (the name of the property on the item's wielder that gets manipulated), Amount (the amount added to the property when the property is changed; defaults to 1), ChargeUse (an amount of charge to use per turn the item is active; defaults to 1), WorksWhenHeld (works if you wield the item in a slot other than its designated armor slot, defaults to false), and MustBeUnderstood (only works if the wielder understands the item; defaults to true).
    • [modding] Added a BootSequence part for adding a delay between wearing an item and being able to use it. If the item has an EnergyCellSocket, changing the cell reboots the item. EMP, Broken, and Rusted statuses also reset the boot sequence and prevent it from proceeding while they're active. Supported properties are: BootTime (the number of turns booting takes; defaults to 100), VariableBootTime (die roll, if specified then the higher of this and BootTime will be used), ReadoutInName (specifies whether to add a precise indication of remaining boot time to the item's name; defaults to false), ReadoutInDescription (specifies whether to add a precise indication of remaining boot time to the item's short description; defaults to false), TextInName (a text string to add to the item's name while booting), TextInDescription (a text string to add to the item's short description while booting), VerbOnBootInitialized (defaults to "beep"), VerbOnBootDone (defaults to "ding"), and VerbOnBootAborted (defaults to "bloop"). Right now, the BootSequence part integrates with IntPropertyChanger, Teleprojector, and DecoyHologramEmitter.

  4. #544
    Administrator Unormal's Avatar
    Join Date
    Apr 2010
    Out in the middle.
    • Added a new item: gyrocopter backpack.
    • Added a new gas type: defoliant.
    • Added three tiers of defoliant grenades.
    • Added a defoliant-emitting vent.
    • Added a new heavy weapon: defoliant pump (acid-powered).
    • Smart use now only works on metal folding chairs if you've identified them; i.e., your default response to seeing strange tubes lying on the ground is no longer to sit on them.
    • You can no longer sprint while flying, and taking to the air while sprinting ends the sprint.
    • You can no longer use a bedroll while flying.
    • The following effects now cause flyers to crash land: asleep, exhausted, paralyzed, stuck, and stunned.
    • If you sit while flying, you now land first.
    • Falling to the ground while flying now interrupts autoexplore and autowalk.
    • NPCs can now use mechanical wings.
    • Mechanical wings no longer grant flying when wielded as a weapon.
    • You now see a message when a visible NPC starts or stops flying.
    • Mental mutations that can't be leveled no longer contribute extra points based on your Ego bonus to your psychic glimmer.
    • You can no longer have conversations with creatures who are sleeping, in stasis, stunned, confused, exhausted, or paralyzed, and vice versa.
    • Telepathy no longer allows you to trade with adjacent creatures who are frozen in blocks of ice.
    • Baetyls no longer request a particular sheet of graph paper.
    • Changed the color of sultan shrines in the alt display.
    • Changed the bit cost of some grenade types.
    • Changed the popup message when you activate an item that's booting up.
    • Fixed an issue that prevented you from attacking things that were in the same tile as other things you couldn't attack because they were flying or phased.
    • Fixed an issue that allowed you to trade with the zealot of the Six Day Stilt via telepathy.
    • Fixed some mutation-based abilities taking two turns to use instead of one.
    • Fixed a bug that caused thirst-based cooking affects to also affect your hunger.
    • Fixed an occasional error that occurred during game startup.
    • [modding] The MechanicalWings part now supports the following properties: Level (equivalent to level of the Wings mutation, defaults to 1), RequiresOngoingEffort (whether the item is manually operated and stops working because of incapacitating effects, defaults to true), WorksWhenHeld (whether the item bestows flight when wielded as a weapon, defaults to false), ChargeUse (an amount of charge to draw per turn of operation, defaults to 0; specifying a number greater than 0 also makes the item vulnerable to EMP effects), BaseFallChance (the base chance out of 200 that the user falls in a given turn (Level gets substracted from this), defaults to 5), and CrashBreakChance (the chance out of 100 that the item breaks while crashing, defaults to 1). The MechanicalWings part now also integrates with BootSequence.
    • [modding] The Wings mutation now supports the BaseFallChance property (the base chance out of 200 that the wielder falls in a given turn (Level gets substracted from this), defaults to 5).
    • [modding] The ConversationScript part now supports the following properties: Quest, PreQuestConversationID, InQuestConversationID, and PostQuestConversationID. If Quest is specified, then the other properties, if specified, override the ConversationID while the quest is unstarted, started but unfinished, and finished, respectively.
    • [modding] The GasDamaging part now supports the following properties: AffectEquipment (whether the gas also damages items equipped by characters it affects, defaults to false) and AffectCybernetics (whether the gas also damages cybernetics implanted in the characters it affects, defaults to false).

  5. #545
    • Added a new gas type: fungicide.
    • Added three tiers of fungicide grenades.
    • Added a fungicide-emitting vent.
    • Added a new heavy weapon: fungicide pump (acid-powered).
    • Items you tinker up no longer start with liquids inside.
    • Energy cells no longer work when broken or rusted.
    • You can no longer start non-telepathic conversations with creatures who are engaged in melee combat.
    • You can no longer telepathically trade with creatures who are engaged in melee combat.
    • Fixed a bug that caused trade goods such as metal nuggets to start fluctuating in price.
    • Fixed typos in Charge text, psychic glimmer description, and arcwyrk description.
    • [modding] The <inventoryobject> element's Blueprint property now supports population targets using the prefix ':'. For example, <inventoryobject Blueprint="ynamicObjectsTable:Guns:Tier{zonetier}" /> spawns a gun appropriate to the tier of the wielder's zone.
    • [modding] The explicit alternative ('#') syntax for the <inventoryobject> element's Blueprint property now supports meta-specifications. For example, <inventoryobject Blueprint="#Musket,*Guns 2,ynamicObjectsTable:Guns:Tier{zonetier}" /> spawns either a musket, an item from the Guns 2 population table, or a zone-appropriate dynamic gun.
    • [modding] The EnergyCellSocket part's SlottedType property now supports the same meta-specifications as the <inventoryobject>'s Blueprint. Its default is "#Chem Cell,Chem Cell,ynamicObjectsTable:EnergyCells:Tier{zonetier}".
    • [modding] The SolarCell part now supports the ChargeRate property (the amount of charge generated per turn in the sun, defaults to 10).
    • [modding] Added a new part, EquipChargeCell, with properties ChargeRate (the amount of charge the part restores its parent energy cell per turn the cell is equipped) and WorksWhenHeld (whether the charging behavior functions when the cell is equipped as a weapon, defaults to true).
    • [modding] Added a new part, LiquidFueledEnergyCell, which converts a liquid from its parent object's LiquidVolume part into charge, using up the liquid as it goes. Its properties are SlotType (same as EnergyCell, defaults to "EnergyCell"), LiquidID (the liquid used, same as LiquidAmmoLoader) and ChargePerDram (the amount of charge extracted from one dram of the liquid).
    • [modding] Added a newpart, LiquidFueledPowerPlant, which works similarly to EnergyCellSocket, handling TestCharge and UseCharge events. It's powered by its parent object's LiquidVolume part, using up the liquid as it goes. Its properties are LiquidID (the liquid used, same as LiquidFueledPowerCell and LiquidAmmoLoader), ChargePerDram (the amount of charge extracted from one dram of the liquid), and IsEMPSensitive (whether EMPs disable the powerplant, defaults to false).
    • [modding] The MechanicalWings part no longer uses ChargeUse to determine if EMP affects its parent object. That responsibility now falls to the power supply system.

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