Version history: Difference between revisions

9,911 bytes added ,  23:43, 13 October 2019
added more patches
(added more patches)
(added more patches)
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* Removed the fail chance from desalination pellets.
* Removed the fail chance from desalination pellets.
* [modding] Added a new part, CommerceRangeValue, that lets you define a range for the commerical value of an item. Example: <part Name="CommerceRangeValue" Range="100-200"></part>
* [modding] Added a new part, CommerceRangeValue, that lets you define a range for the commerical value of an item. Example: <part Name="CommerceRangeValue" Range="100-200"></part>
===August 19, 2016===
* We did some work on the character generation screens for the new UI. You can enable the protoype UI by checking Overlay UI > "Enable overlay user interface elements" in the Options menu.
** Added a character type selection screen.
** Added a genotype selection screen.
** Added a subtype selection screen.
** Added a stat selection screen.
** Fixed the brief flicker that occurred when you enabled or disabled the overlay UI.
* Fixed Unstable Genome's display name.
* Fixed a typo in the Select Arcology & Caste screen title.
* Added a new liquid: wax.
* Candles now drip wax.
* Reduced the rates that soup sludges spawn.
* Tweaked and added descriptions for some creatures and natural weapons.
** brooding goldpuff and brooding azurepuff
** slumberling
** seed spit
** spark tick
** segmented mirthworm
** scorpiock
* We did some more prep work for the new Mechanimist library. Taking a page from librarians of the past, Mechanimist scholars are busy dusting off marble busts and casting globes from dawnglider eggs. Expect to see them soon.
* [redacted main quest information coming out of the fungal jungle] Just listen to everything Pax Klanq says. He'll have a new request for you in a week or two.
===August 12, 2016===
* New piece of furniture: candelabra
* You may now find the remnants of study alcoves in the caves of Qud. Who knows what befell their lettered occupants? Anyway, their valuable books are yours now.
* Added a warning dialog if you try to sunder your own mind
* Removed some invalid objects from dynamic population generation
* Clicking on a specific object to use it while when it has adjacent objects it will no-longer ask what direction you want to use in
* Fixed some missing tooltips
* Fixed several UI screens not being escapeable with right click
* Fixed an issue with main-menu logo size on very small screens
* Fixed slime-spitting being applied to inanimate objects
* Fixed the fused security door being flagged as takeable
* Fixed the left part of the screen being improperly unclickable
* Fixed some exceptions during gameobject creation. Temporary stand-in objects will be created and the originating exception logged instead of exceptions being thrown.
* Fixed a rare exception when creating force bubbles
* Fixed an AI issue that often caused freezes when descending into bethesda susa
* Fixed a rare issue when stair builders ended up being built in the graveyard zone
===August 4, 2016===
* Hey, all. The patches this week and next week are a bit light on content since we'll be attending the International Roguelike Development Conference in New York! Both of us (Brian and Jason) are speaking, and the talks will be streamed, so check it out if you're interested: https://www.twitch.tv/roguelike_con
* Added a particle effect to campfires.
* In support of the pursuit of knowledge, we added some book-related things.
** Added procedurally-generated books. Who knows what wisdom is stowed in their pages?
** New piece of furniture: bookshelf.
** Replaced the table with a bookshelf in Nuntu's hut at Kyakukya.
** Added a couple procedurally-generated books to Nuntu's bookshelf.
* Fixed an issue with some true kin subtypes not having the proper resistances.
* Fixed a formatting issue with Mehmet's dialog.
* Fixed an issue with dual wield powers not applying correctly.
* Changed the default MP gain for creatures with no subtype to 1 instead of 0.
* [modding] We made some updates and fixes to the map editor.
** Added a display for the currently selected blueprint.
** Added a view for the selected cell.
** You can directly edit the blueprints in the selected cell.
** You can now delete blueprints from the selected cell.
** Right-clicking now removes the topmost object in a cell.
===July 29, 2016===
* We did a lot of backend work to add a framework for graphical effects.
** Torchposts and braziers now produce smoke and flame particles.
** Six Day Stilt cathedral braziers now burn an appropriately cyan light.
** Expect more particle effects in future patches.
* Added signs outside the hookah tents in the Stiltgrounds.
* [modding] Yau can add a new tag, NoDataDisk, to objects with the TinkerItem part. This tag prevents data disks with that item's blueprint from spawning.
* Updated descriptions for the following items.
** basic toolkit
** pickaxe
** hoversled
* Added a tile for fused security door.
* Changed the background color on security door tiles to make them more readable.
* Slog of the Cloaca's corpse is no longer included as a component for fungal infection cures.
* Optimized the memory usage of ASCII graphical effects.
* Mechanimst scholar monks continue their tireless efforts to construct a library at the Six Day Stilt. Some of the recent texts they've unearthed include:
** Instructions for the Rarest of Circumstances
** Skin; Accounts Vary Accordingly
** Mustachioed Man Wears a Costume, Vol. VII
* One sage has even gone so far as to claim that the number of texts in Qud may approach infinity...
===July 22, 2016===
* Made the zone builder more robust. You can now break out of infinite zone build loops as well as report the error to us.
* Added some new descriptions to the world map.
** The water tiles have been replaced with tiles and descriptions for the River Svy, the River Opal, Opal's duskwaters, the River Yonth, and a mountain stream.
** Added a description to salt dunes.
** Added a description to the fungal jungle.
* Replaced some extraneous graphics quality options in the launcher with two simple options: Standard and No Vsync.
* [modding] Mutations.xml now supports a Type paremater on mutations that overrides the default mutation types (physical or mental).
* Fixed: Getting dragged through a sticky substance no longer consumes the creature's energy.
* Fixed: Baetyls no longer try (and sometimes succeed in trying) to move around.
* Fixed: Some faction-to-faction relationship changes weren't persisting into loaded games.
* Fixed several items that use multiple slots not properly requiring them.
* Fixed: The option picker dialog no longer hides the selection caret. It also scrolls properly now.
* Fixed: During character creation, mutation selections no longer stick around around when you back up to the genotype selection screen.
* Fixed: Your character's tile graphic no longer lags behind when you move while zoomed.
* Fixed a typo in quadruped and fish bodies.
* Fixed a typo in the description of Greybeard.
* Fixed some issues with the map editor.
===July 15, 2016===
* We added a framework for game sounds.
** Added a few basic sounds.
** Added an AmbientSoundGenerator part. [modding]
** Added support for OpenSound and CloseSound tags on the Door part. [modding]
** Added support for ReloadSound tag on the MagazineAmmoLoader part. [modding]
* When you get a hunger or thrist warning on the world map, you're now asked if you want to stop travelling. If you choose to continue, you won't be spammed with more hunger and thrist popups.
* The following properties are now available as Genotype and Subtype data: BodyObject, BaseHPGain, BaseMPGain, BaseSPGain, Tile, DetailColor, StartingLocation, MutationPoints and Reputation. [modding]
* Items with clips and cells are now automatically unloaded when they're disassembled.
* Added support for a mutation MaxLevel attribute in mutations.xml. The defaults is 10. [modding]
* Added an option to cap keystroke buffering at two commands. It defaults to 'no'. From the Options menu, User Interface > 'Limit the input buffer to two commands'.
* Fixed: Fungal infections no longer infect body slots equipped with natural equipment (for example, Carapace).
* Fixed: Jewel-encrusted items no longer lose their jeweled display after you save and load. No more fake jewels. (although...)
* Fixed: Stats now properly reset when you back up to the genotype selection screen during character creation.
* Fixed: You can no longer have multiple 'lost' effects at one time.
* Fixed: Priest of All Moons stat bonus are correct again.
* Fixed: Liquid-spitting creatures like sludges no longer cause exceptions when they spit.
* Fixed an exception that sometimes occured while curing fungal infections.
* Reduced sandstone's HP pool.
* Fixed: The rusted archway should always generate with stairs down now.
* Added a level-up animation for the player.
* Mechanimist scholars have resumed their work preparing the library at the Six Day Stilt cathedral for use.
** Added a Corpus Generator to the Modding Utilities menu.
** As some anonymous Qud author says, "Spittle flies from its bleating mouth into a ploughshare and dissolved his kingdom." [quoted from one of the countless hoary tomes unearthed by the Mechanimists]
===July 8, 2016===
* Added a daily challenge.
* We made some more modding enhancements.
** Genotypes, castes, and callings are now data driven and can be modded. Check out genotypes.xml and subtypes.xml.
** The Steam Workshop Uploader is now scrollable for small views.
** You no longer have to restart the game for newly approved mods to take effect.
* Changed some misleading language when you're evening up a trade with water.
* Cleaned up some of the Skill descriptions.
* Eater's flesh now has a special interaction with Mass Mind.
* Removed some extraneous debug commands.
* Added tiles for these items.
** night-vision goggles
** spectacles
** folding chair
** vinewood sap mask and gas mask
** telescoping monocle
* Added a new book: a scroll bound by a strand of kelp
** "I come from the west. My parents sold me into slavery as a babe, though the practice had been formally abolished in Perth years earlier. As a boy I cut my teeth on the reefs of the Shore of Songs, and lulled the Pale Sea to sleep with many a hymn, that she might return our sailors from the Black Stair unscathed. How the melodies whisked inside my skull even then. I was given no name at birth, but the sailors called me Catu."