User:Illuminatiswag/Sandbox: Difference between revisions

m
fixed the parsing that was dropping some sub-lists
m (fixed one version, i think)
m (fixed the parsing that was dropping some sub-lists)
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** Replaced the Lace Stairways to the crematory with access corridors.
** Replaced the Lace Stairways to the crematory with access corridors.
=== April 24, 2020 (beta branch) ===
=== April 24, 2020 (beta branch) ===
* Redesigned the columbarium.
* We added more polish to the crematory.
* Added ASCII art to the look screen for urns.
** Redesigned the columbarium.
* Urn dusters now walk around dusting urns in the columbarium.
** Added ASCII art to the look screen for urns.
* Fixed some bugs with the interaction of various crematory objects.
** Urn dusters now walk around dusting urns in the columbarium.
* Added a visual effect for when objects are pushed by industrial fans.
** Fixed some bugs with the interaction of various crematory objects.
* Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
** Added a visual effect for when objects are pushed by industrial fans.
* Edited the ASCII glyphs for the entire crematory.
** Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
* [Redacted]
** Edited the ASCII glyphs for the entire crematory.
** [Redacted]
* You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
* You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
* Offhand attacks work again.
* Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
* Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
* The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
* Force fields you can pass through no longer interrupt automove regardless of their source.
* Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
* Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
* Temporary items can no longer be used as tinkering components.
* Improved the grammar in "you pass by" messages.
* Fixed a bug that caused Rebuke Robot to fail way more often than it should.
* Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
* Fixed a bug that caused the 'Tweet this character build' button to not work.
* [debug]Added a new wish, "factionencounter:<faction>", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter:<faction>:<tier>" and "factionencounter:<faction>:<tier>:<level>".
* [modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
* [modding] Self-closing <mutation /> tags in the XML no longer skip the next mutation when they're loaded.
* [modding] The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
* [modding] Added Transform > Flip Vertical to the map editor.
=== 200.22 ===
=== 200.22 ===
Released on April 17th, 2020 (beta branch).
Released on April 17th, 2020 (beta branch).
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=== 200.21 ===
=== 200.21 ===
Released on April 3rd, 2020.
Released on April 3rd, 2020.
* Added some sound and visual effects.
* We added some polish to the [redacted] sequence that starts in Resheph's burial chamber.
* Smoothed out some issues with engraving tomb murals.
** Added some sound and visual effects.
* Added ASCII versions of the tomb murals and other objects in the burial chamber.
** Smoothed out some issues with engraving tomb murals.
* Refreshed Herododicus's dialog.
** Added ASCII versions of the tomb murals and other objects in the burial chamber.
* Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
** Refreshed Herododicus's dialog.
* [very redacted]
** Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
** [very redacted]
* We made some changes to liquid and liquid pool behavior.
** Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
** Liquid coating now bestows additional weight onto items.
** Some liquids now weigh more than others.
** Creatures moving through big pools of liquid now track the liquid around.
** Footwear now protects you from being affected by small pools of liquid.
** Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing.
** Pools smaller than the swimming threshold (1,000 drams) now use a different tile set.
** Small puddles now evaporate over time.
** Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
** Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
* More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
* Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
* Autowalking on the worldmap now avoids the Rainbow Wood.
* Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
* We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
* Metal items now take quarter damage from acid.
* Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
* Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
* Steam now only damages organic objects.
* You can now retrieve items from owned containers that you put in them without triggering hostility.
* The take-all command now skips the weight limit warning if you're already over your weight limit.
* Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
* Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
* When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
* Colored text now displays more reliably across multiple lines in the text UI sidebar.
* 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.
* [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] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.
=== 200.20: We've posted an update on the beta branch. ===
=== 200.20: We've posted an update on the beta branch. ===
Released on March 6th, 2020 (beta branch).
Released on March 6th, 2020 (beta branch).
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=== 194.0 ===
=== 194.0 ===
Released on September 27, 2019.
Released on September 27, 2019.
* Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
* Walls, furniture, and tombstones now occasionally appear with graffiti.
* Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
* If the creature you're dominating gets turned to stone by a lithofex gaze, you no longer erroneously die.
* Life loops now prevent the limb they're equipped on from being severed.
* Sheba Hagadias no longer has the chance to spawn as a pulsed field magnet.
* Fixed some display and reputation bugs on items painted or engraved with historical events from Resheph's life.
* [modding] Conversation node text now ignores leading whitespace. You can now insert a space manually with the special character sequence "/_".
* [modding] Fixed a bug in PlayerMutator.
* [modding] Added a new property to item mods: NativeTier. When generating mods for an item, if a mod's native tier is higher than the to-be-modded item's tier, its likelihood of being chosen is reduced by a factor of (NativeTier-ItemTier)*10.
* [modding] We refactored liquids.
** Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
** Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
* [modding] Added support for extending the JoppaWorldBuilder. Classes that extend IJoppaWorldBuilder and are tagged with the JoppaWorldBuilder attribute now have their before and after methods called during JoppaWorldBuilder execution. Here's an example.
=== 193.0 ===
=== 193.0 ===
Released on September 21, 2019.
Released on September 21, 2019.