532
edits
m (can we escape sequence out of a template?) |
(fixed template thing) |
||
Line 3,705: | Line 3,705: | ||
* Added a black outline to the overlay XP and HP readout numbers. | * Added a black outline to the overlay XP and HP readout numbers. | ||
* Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off. | * Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off. | ||
* [modding] We added a markup layer to our text coloring system. Example: { | * [modding] We added a markup layer to our text coloring system. Example: {{((}}red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml. | ||
* [modding] Added a "beguile" wish that forces the target into your party. | * [modding] Added a "beguile" wish that forces the target into your party. | ||
* [modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface. | * [modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface. |