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Thread: Caves of Qud - Version History

  1. #461
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    *[modding] Merged blueprint changes will now propagate changes to children

  2. #462
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    *Fixed dynmically mixed liquid volumes not having the proper vapor temperatures
    *Fixed a stack overflow error when containers disintegrated on the ground from contained fluids
    *Fixed some missing tiles

  3. #463
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    • We added a new drag-and-drop prerelease inventory screen for the new UI. It's available via the "Prerelease: Use overlay inventory screen." option under overlay UI options. It's work in progress and has some bugs. Feedback is welcome!
      • Equipment is manageable via a drag-and-drop procedurally generated paper doll based on your character's body
      • Left click to bring up the item's interaction window
      • Right click to view an item's tooltip
      • Filter buttons along the top allow you to quickly filter to specific categories
    • Updated the stilt well picker dialog
    • Updated the pour choices dialog
    • Fixed several issues with screens under the current popup acquiring input or navigation selection
    • Fixed the AI trying to force prison a target and then shoot it with light manipulation
    • Fixed Enuch's character creation skill list
    • Fixed some stair placement issues in bethesda susa
    • Fixed an issue where phase webs would sometimes leave you permanently phased if you saved while you were stuck in them
    • Fixed some historic-style areas not having proper tile surface paint
    • Fixed an issue with move-speed adjusting equipment not properly applying bonuses
    • Fixed an issue with call to arms that wasn't properly respawning Q Girl in the correct circumstances.
    • Fixed dynmically mixed liquid volumes not having the proper vapor temperatures
    • Fixed a stack overflow error when containers disintegrated on the ground from contained fluids
    • [modding] Merged blueprint changes will now propagate changes to children

  4. #464
    • We made a bunch of enhancements to the paper doll equipment screen. It's still flagged as prerelease content, but you can enable it here: Options > Overlay UI > Prerelease: Use over inventory screen.
      • The new overlay inventory is now also used for item pickup and container manipulation.
      • Item filters now entirely hide the filtered categories.
      • Item filter buttons now properly respond to the 'use' key.
      • You can page up and down now.
      • You can use + and - to open and close item categories.
      • Items are now properly sorted alphabetically.
      • Fixed several filter icons in the inventory list.
      • Fixed some issues with scrolling through the inventory list or the paper doll.
      • Updated the look and behavior of many graphical elements.
      • Item selection is now properly restored when the screen refreshes.
      • If the overlay UI and inventory are enabled, the original equipment screen doesn't appear when you tab through your character screens.
    • Added tiles for several pieces of natural equipment.
      • wings
      • carapace
      • horns
      • stinger
      • quills
      • burrowing claws
      • flaming and freezing hands
    • Added a tile for mechanical wings.
    • Updated torch tiles.
    • Sultans now occasionally fake their own deaths or have their deaths wrongly reported.
    • Added some sultan events involving chariot accidents.
    • Improved the grammar of sultan history snippets.
    • Fixed some cases where looking at a painted or engraved item didn't reveal the proper historic site or give the right quest.
    • Fixed an issue that was causing the secrets about the location of the Ruin of House Isner not to appear in procedurally-generated books. The secrets are back in!
    • Added a new textbook to the corpus of text that the procedurally-generated books draw from.
    • Fixed an issue that caused the player to occasionally become a member of the Beasts faction, resulting in neutral NPCs acting hostile toward you.
    • Added new options to the main Options screen.
      • Display vignette
      • Display scanlines
      • Brightness level
      • Contrast level
    • [debug] Added a wish to clear the player's faction membership: "clearfactionmembership". You can use this wish to fix the hostile NPC bug in older saves.
    • [modding] The look cursor is now more compatible with full-color tiles.
    • [modding] Display.txt is now moddable. You only need to include the text you want to override in Display.txt. For example, here's the full text of a mod that disables the vignette:
      { "shaders":{
      "vignette":{
      "enable":"false" }}}
    • [modding] Display.txt now supports a "tiles" category with "width" and "height" variables. You can use it to reskin the game with an alternate tile aspect ratio.

  5. #465
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    • We added a new input manager that supports gamepads out of the box. It's still prerelease content; we'll be expanding support and tweaking the default bindings in the coming weeks.
      • Added a new options menu: Controls. You can access key bindings and enable the new input manager from this menu.
      • The default movement mapping is: left stick to point in a direction + right trigger to move. You can also hold down right trigger and point the left stick around to move quickly.
      • You can also rebind to direct movement. If you do, the Move North/South/East/West commands tilt 45 degrees right when you hold the Alt button (left trigger by default). So, to move NE, you hold left trigger and move north.
      • These are the current default mappings on an Xbox controller.
        • left stick + right trigger: move
        • A: interact
        • B: get
        • X: ability menu
        • Y: walk (move in a direction until you hit a wall)
        • left bumper: wait a turn
        • right bumper: fire missile weapon
        • dpad up: go up stairs or to the worldmap
        • dpad down: go down stairs or to the local map
        • right stick: look
        • click right stick: reload missile weapon
        • select: menu
        • start: inventory
        • left trigger + B: get nearby
        • left trigger + Y: autoexplore
        • left trigger + left bumper: rest until healed
        • left trigger + right bumper: throw
    • Added, changed, or tweak tiles for the following objects.
      • pocketed vest
      • black, ash-stained, and cloth robes
      • furs
      • woven and vine-weave tunics
      • wool kilt
      • crude and filthy toga
      • bark armor
      • ring mail
      • basic toolkit
      • stun rod
      • box of crayons
      • Joppa and Grit Gate recoilers
      • iron mace
      • grenades
      • albino monkey braid
    • Glass bottles now visually respect the liquids they hold. They appear empty when they're empty; otherwise they show the color of the liquid they contain.
    • Updated the slimy shaft tile.
    • Added options for fullscreen mode and target framerate (Options > General).
    • Improved the navigability of the overlay options.
    • Fixed books and artifact stories not working when accessed from the new inventory screen.
    • Fixed monsters being able to melee attack you through floors if they were directly above or below.
    • Fixed very excessive memory use when browsing the contents of a container that contains many items, particularly liquid volumes.
    • Fixed an exception on the Quests screen.
    • Fixed several cases of excessive garbage generation.
    • Removed some baseobjects (basefloat, tool) from dynamic encounters.

  6. #466
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    *Fixed a scripting mod compilation error

  7. #467
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    • We added... well, just read below.
      • Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient (it'll support more inanimate objects soon).
      • Added a cheaper, consumable competitor for the nano-neuro animator: Spray-a-Brain.
      • Added body types and body parts for animated walls and doors.
      • Added a faction: newly sentient beings.
      • There's now a very small chance that any given wall or door is sentient.
    • Updated compass bracelet's tile.
    • Made some enhancements to the new input manager.
      • Rebinds are now be properly saved between sessions.
      • Improved the 8-way directional sensitivity.
      • D-pad left and right now scroll through your activated abilities.
      • While scrolling through abilities, 'X' activates the selected ability. Left trigger + 'X' enters the ability screen.
      • Next page and previous page bindings now work properly.
      • Menu navigation directions now repeat when held.
      • You can now navigate to the "buy a new mutation" option on the character screen.
      • Holding the Alt button while moving now force attacks in that direction.
      • There are now force attack action bindings.
      • Added key repeat delay and rate sliders to the Controls options menu.
      • Trade bindings now work properly.
      • Fixed canceling causing double input on several screens.
      • Fixed the pick direction screen not accepting diagonal inputs.
    • Removed unused 12-gauge shotgun ammo.
    • Salt dunes tiles now properly animate.
    • Fixed some memory use issues on the high score screen.
    • Fixed some rare exceptions in the following parts: AnimatedMaterialSaltDunes, AIPilgrim, Daylight, LiquidVolume, Juke.
    • Fixed a rare exception with rendering effects.
    • Fixed cases where the overlay UI stopped responding when you exited to the main menu.
    • Fixed the mouse wheel not working on the keybind screen.
    • Fixed controls in the new inventory screen sometimes incorrectly appearing disabled.
    • Fixed a spurious serialization error.
    • Fixed a scripting mod compilation error.

  8. #468
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    *Fixed doors not properly being brain sprayable
    *Fixed the inventory screen sometimes appearing on top of the new user interface
    *Fixed the please wait text not appearing

  9. #469
    • You can now use nano neuro animators or cans of Spray-a-Brain to make tables sentient.
    • There's now a very small chance any given table is sentient.
    • You can now dominate sentient walls, doors, and tables.
    • Fixed a bug that caused you to be unable to spray brains onto doors.
    • Added a new book: From Entropy to Hierarchy by Q Girl.
    • We replaced the old container storage UI with a much better variant of the trade UI.
    • Additional trade actions are now grouped under a submenu of the trade screen.
    • Open shafts drop you directly on top of a wall less often.
    • Fixed the reload keymind in the new input manager.
    • Added an option to globally enable or disable mod support.
    • Fixed the message log and status bar options not working properly without the overlay UI fully enabled.
    • Fixed option drop-down menus not rendering properly and increased their size.
    • Vendors no longer repair or recharge items when you don't have enough water to pay for the service.
    • Fixed some issues with double inputs when escaping screens.
    • Fixed a rare exception with generic ammo.
    • Fixed the inventory screen sometimes appearing on top of the new UI.
    • Fixed loading text not appearing when it should.
    • Fixed some typos.
    • We're also working on a journaling system and expansion to the Water Ritual. Stay tuned!

  10. #470
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    *Fixed an issue with auto-drink not automatically drinking

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