Version history: Difference between revisions

7,809 bytes added ,  02:27, 13 October 2019
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* Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
* Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
* [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.
* [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.
===2.0.179.0===
Released May 31, 2019.
* Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
* Autoexplore will no longer run into immobile friendlies and stop.
* Autoexplore and pathfinding will now merely avoid campfires, torches, and sconces rather than considering them absolute no-go areas.
* When you stop autoexploring or autowalking because you see a hostile creature, the message will now indicate in what direction you saw them.
* You must now type ABANDON in a prompt to quit without saving
* [[oven|Ovens]] now appear on the alt display.
* Charge's animation will now display the charging creature's tile rather than its text character, if it has a tile.
* NPCs no longer waste time trying to charge through solid objects or hesitating when they mean to charge.
* Defoliant gas now works properly on the plant matter created by [[Seedsprout worm|seedsprout worms]] and [[Sprouting orb|sprouting orbs]].
* Being dismembered will now interrupt the player.
* [[Blue jell|Blue jells]] now bleed [[Convalessence|convalessence]], not slime.
* Pouring from a vessel owned by somebody else into one of your own containers no longer confirms twice.
* Examining or disassembling an artifact that is inside a container owned by somebody else now confirms before proceeding (disassembly previously proceeded without confirming and angered owners; examining in this circumstance didn't anger owners but now does if you break the artifact).
* [[Grit Gate]] medical furniture is now properly considered owned by the Barathrumites.
* [[Hologram bracelet|Hologram bracelets]] now have a 'deactivate' command rather than using 'activate' again to deactivate them.
* [[Jotun, Who Parts Limbs|Jotun]] is back where he's supposed to be.
* Fixed an issue causing multiple hostiles to spawn in a single cell (most noticeable with turrets)
* Fixed a bug that prevented renaming of companions after you had already renamed them once.
* The conversation UI now allows scrolling
* [modding] Conversation UI has some new overridable methods on ConversationNode and ConversationChoice sub-classes.
* [modding] Many conversation hooks have events now, see (wiki to be updated later) for more information
===2.0.178.0===
Released May 25, 2019.
* When mouse input is enabled, target pickers will no longer snap to the mouse locations unless the pointer moves.
* Mouse input will be disabled for 0.25s after the application regains focus, so you won't move when clicking back to the application with mouse input enabled.
* Librarians who are seed-sprout worms will no-longer passively burrow themselves when bored.
* Fixed a bug causing [[Stopsvalinn]] to prompt for a direction on only the first activation.
* Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
* Various tasks requiring physical movement which did not previously respect being frozen now do.
* NPCs who are on fire but cannot actually do anything about it will no longer stop moving or acting because of this.
* When [[Sheba Hagadias]] is a [[seedsprout worm]], she will no longer burrow just because she's bored.
* When Sheba Hagadias is a [[panhumor]], she will no longer immediately die from her own acid pool.
* Having a scrapped [[waydroid]] repaired by an NPC tinker now applies all the effects of repairing it in any other way.
* Autoexplore and pathfinding will now avoid spider webs, asphalt, honey, sap, and wax more and cider, cloning draught, convalessence, primordial soup, putrescence, salt, and wine less, and will not treat lava and acid that has been mixed with blood as safe to walk on.
* Autoexplore and pathfinding will now do more avoiding things you might not want to walk on in general, but also be more willing to walk into potentially troublesome but not actively harmful places in order to reach a destination.
* There is now an option to control the maximum speed of autoexplore, defaulting to 10 squares per second.
* The inhabitants of Grit Gate will now be more reliably forgiving of friendly fire incidents during the quest A Call to Arms.
* [[Cloning draught]] now only clones creatures (and continues to not clone anything inorganic).
* Clones will no longer spawn on the world map.
* The character generation info for castes and callings has been partially reworked.  It is no longer possible for most elements of it to disagree with the actual implementation.  As a result, some information is new, such as Wardens having the Pistol skill.  Another difference is that powers automatically included with a skill are no longer listed if the type has the skill.
* On the status screen, the mutation list will now scroll if you have more than 12 mutations.
* Liquid auto-collection now respects the "auto-pickup if hostiles are nearby" option.
* Liquid auto-collection now takes a turn.
* Liquid auto-collection no longer takes adjacent water containers.
* Items you mod while equipping them will now get reequipped after you're finished modding them.
* Heat resistance and cold resistance no longer apply against temperature changes that would appear to be helping you because they'd be warming you up from being cold or cooling you down from being hot, respectively.
* Fixed a bug that made NPC tinkers unable to repair items the player did not understand.
* Fixed a couple of bugs causing flight from items to behave poorly around the items being unequipped, especially but not exclusively after a save and restore while flying.
* Fixed a bug that made short bow turrets non-functional and immortal.
* Fixed a bug that made waydroids neutral to the player.
* Fixed a bug that made the [[Consortium of Phyta]] inappropriately hostile.
* Fixed a typo in cloning draught's name.
* Fixed a bug that made liquid auto-collection sometimes destroy liquids without collecting them.
* Fixed a bug where modding an item you were equipping could result in the item to mod stacking with similar items in your inventory and being lost.
* Fixed a bug that made some village denizens noncommunicative.
* Freshly obtained village recoilers no longer put you inside walls.
* Fixed a bug causing Stopsvalinn to prompt for a direction on only the first activation.
* Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
* [modding] Genotypes and subtypes have been reworked to be more moddable.
** Skills are no longer designated via a comma-separated attribute called Skills; now there is a <skills> element that can contain <skill Name="Skill_PowerName" /> elements, as well as <removeskill Name="Skill_PowerName" /> elements.
** Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a <reputations> element that can contain <reputation With="Faction" Value="100" /> elements.
** Save modifiers are no longer designated via the SaveModifierVs and SaveModifierAmount attributes; now there is a <savemodifiers> element that can contain <savemodifier Vs="Stun,Poison" Amount="1" /> elements.
** The old Skills, Reputation, SaveModifierVs, and SaveModifierAmount attributes are still supported for compatibility, but a warning will be issued in the game output log when they're loaded, and mods should be ported to the new mechanism.
** Genotypes.xml and Subtypes.xml now support self-closing XML tags, like <tag />.
** The <chargeninfo> element on subtypes is no longer used.  Most subtype chargen information is automatically generated.  Arbitrary text that should be added can be placed in <extrainfo>Some text to show.</extrainfo> elements.  <removeextrainfo></removeextrainfo> elements can also be used to remove extra info items.  (<chargeninfo> is still used on genotypes.)