Zombasite
Patch 1.025 (01 October 2019)
- fixed a crash in isBlockEdgeOpen, showing up in Zombasite multiplayer but could happen other times (Lyranaar)
- fixed a crash in WorldMap::getTileAlphaByte
- fixed lag on character, bestiary, and mutate from specialty screens when shadow mapping is on (Darkness/Invader Xom)
- now quests bump base spawn rate of monsters if too low so more likely to find some quest monsters (idontwannaknow0/Espr)
- now uprisings occassionally spawn an extra monster of the appropriate type - makes sense, makes that particular monster a little more common, and fixes some weird scenarios like not having any spawn points in a level (kon345/Logorouge)
- decreased monster spawn rate for battles (so didn't complete shadow all other quests)
- made highest graphics setting in Zombasite turn on Shadow Mapping instead of advanced shadows
- fixed passive effect on skills like Multishot not working correctly (Twogs)
- made lighting bolt sound quieter (Dreamcatcher)
- can now drop a potion on a party member when party member dialog not allowed
- fixed fake dark orc berserker (Changeling) being able to have uprising and other quests (Espr)
- no longer try to safeguard use slot 1 to be some kind of attack (That Pro Logic)
- now if kill a monster within a block of correct level still counts
- removed a world database lookup when already have it
- fixed a way that tiles could get spec pass done twice
- fixed a & vs && issue in quests (don't think impacting anything though)
Patch 1.024 (01 October 2019)
- fixed getting automatic win when don't have expansion (Alien/Mehsyga)
- updated donation lists from Patreon
Patch 1.023 (20 August 2019)
- added shadow mapping
- fixed a possible crash when loading if build a level and then free the level before the end of the game setup
- hopefully fixed a crash in generateBlendedTileGeometry
- fixed a possible multiplayer crash if have lots of entity deletes since last message (only developer testing modes?)
- fixed an infinite loop related to explosion traps and cave ins (Mandark)
- fixed a crash in ResourceSystem::freeNextResource (I triggered it in the editor, but it might be random crash in many other places)
- fixed a crash in Quest::switchCombatants when a purge happens during switch (probably rare in real games)
- fixed a crash when a player leaves a multiplayer game and then a monster damaged by that player tries to reference the player's clan
- fixed a crash if X the entire window while in multiplayer game
- fixed a way multiplayer game maps could be out of sync in multiplayer (hella)
- fixed never dropping legendary rings, jewelry, or necklaces (Destro*)
- now if load game and the main monster of a quest is in a secret level shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Wayne)
- now on load if monster level and quest level doesn't match for some reason (most likely because world layout changed) fix quest level (Varkon)
- now if an actor clan loads and is based in an area that no longer exists it will be moved to a valid location
- now if load game and the main monster of a quest is in an invalid location shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Mandark)
- now non-player critical hits are 1.5X instead of 2X
- difficulty damage mult now applies to projectile, radius projectile, direct damage, and status effects
- added a few more safeguards to prevent corrupting character
- safe guarded another place in save code to prevent corruption
- now postpone building collision grid until models are loaded (should prevent a bunch of hitches)
- removed lightIndexes being a local array in renderSurface (test went from 54.3 to 56.7 fps, 4.4%)
- made getTileObject caching work better (test went from 57.8 to 58.9 fps, 1.9%)
- no longer cull each surface separately (now per entity) (test went from 48.3 to 49.0 fps, 1.5%)
- now cull minimap blips better (test went from 57.7 to 65.4 fps, 13.3%)
- culled some more minimap blips better (test went from 69.2 to 71.5 fps, 3.3%)
- cull tiles a little better now (test went from 71.4 to 71.9 fps, 0.7% - also simplifies code a bit)
- cache model matrix instead of just angle (test went from 78.4 to 79.8 fps, 1.8%)
- now some ResourceHandles marked as temporary and they don't go through add/remove user (test went from 78.4 to 79.4 fps, 1.3%)
- no longer add lights from models (old feature) (test went from 78.9 to 79.4 fps, 0.6%)
- optimized bindTexture slightly (test went from 79.4 to 80.0 fps, 0.8%)
- sped up a bunch of getDatabaseEntry calls in CovenantBase (didn't test speed, too erratic)
- changed a couple dynamic_cast to static_cast (test went from 79.0 to 80.3 fps, 1.6%)
- sped up getting instigatorQuestDatabaseEntry (test went from 55.4 to 55.8 fps, 0.7%)
- sped up creating world map a little bit
- made status effect texture precache a little smarter
- entire clan is no longer active if some of them are raiding another clan (Destro*)
- fixed not being able to move guard locations (Zomb)
- now enemies attacking a monster that gets demonic control cast on them stop attacking (BlastProcessing)
- fixed clan door armor values
- NPCs that have Savage Strike will now use it way less (teleport too powerful) (Varkon)
- doubled MonsterSpawnChanceMult on several quests
- now when immovable entities (torches, etc) spawn they will push any other entity out of the way (fixes some collision issues) (Varkon/Excellion)
- now if a monster kills your nemesis that monster will become your new nemesis
- fixed secrets being easy to see on maps
- now when right clicking to attack and happen to be highlighting a non-attackable object it will try to target the next nearest attackable thing
- now NPCs in clans that are hurt will not sleep so that they regenerate/heal (fixes several issues)
- decreased Thaden lightning blessing DamageMultPhysical from 0.5 to 0.2
- now hurt NPCs more likely to roam around during activities (also more likely to heal at healthstone) (rainbow)
- fixed system control not saving/loading correctly sometimes
- now MonsterCausedTrouble taunts are time limited like MonsterRandomTaunt taunts (Castruccio)
- no longer add level modifiers if the monsters they would add can't be added
- now on a new world, expedition points are brought up to 0 if below (Bluddy)
- increased BaseTornadoChance from 0.03 to 0.05
- increased ModifiedNumberMultChests from 4.0 to 8.0 for mining level modifier (Orc Schism)
- added cursed resistance item modifiers
- can now buy an entire stack of items by pressing ctrl when buying (Doesn't Learn From Mistakes)
- fixed a targeting issue with skills like heal not being able to target player if previously has another valid target (Fulano)
- Earthquake, Darkness, and Fog machines can now start uprisings (Bluddy)
- now allow MoraleChangeWhenHurtNoEnemy to go below 0 (NPCs should run away from things like fires better) (rainbow)
- NPCs now start with random XP within their current level
- fixed a bunch of status effects getting applied as permanent monster enhancements but then disappearing quickly (Destro*)
- now demon gates are limited to spawning demons
- now zombie gates are limited to spawning zombies
- decreased monster Fleet of Foot bonuses by 20% (Bluddy)
- decreased monster Power Burn enhancement by 20% (Bluddy)
- Torva Shaman fire aura now only buffs friends (Bluddy)
- fixed a problem on some gates/dungeon entrances not showing correct quest info (Varkon)
- fixed gates to unknown destinations showing the destination name
- fixed xp listed in quest text not taking into account world modifiers that change it (usually pacing modifiers) (Nyithra)
- fixed beam attack not passing along which skill was doing damage (was probably causing several beam related problems) (Varkon)
- fixed Strength calculation on status effects
- fixed wisps being able to buff themselves (probably fixes other monsters doing similar things)
- now clan will always be destroyed if drop to 0 members for whatever reason (Dungeon Explorer Lan)
- fixed particles not using combined surfaces like they were supposed to
- fixed liquids not triggering multiple times correctly
- triggers now more consistently do something (Dragonface)
- now quest items that aren't needed but are picked up are removed instead of dropping back to ground
- now skills like Whirlwind can't hit enemies that you can't see (Dragonface)
- flying entities no longer trigger ground traps
- mutated NPCs can no longer be infected (Bluddy)
- now projectiles show explosions even if hitting a neutral or allied entity (even if they won't do any damage)
- now monster resistance/imbue enhancements get some resistance added (instead of just a multiplier)
- fixed several faction reputation issues
- decreased cast time debuff on monster taunts from 0.25 to 0.2 (Fulano)
- now areas can have desired monster types (was only archetypes)
- now can cast most projectiles at enemies that character can't technically see (it will still likely hit the sight blocking obstacle though)
- some monsters can now open doors
- now doors will automatically close after a few seconds if a monster/NPC opens them
- fire thrower fire can now hit objects
- now ambushers get an attack/defense bonus for 10 seconds
- now renegades get a 10% reduction in attribute requirements for items
- now monsters get a 25% reduction in attribute requirements for items
- now keep monsters away from gates a little better (Boink)
- shifted reaver unholy strike passive from cold damage to weapon damage (eliotno3)
- now monsters have to be able to see victim to do a melee attack (Destro*)
- made god retaliation more extreme
- NPCs are more likely to join in a fight if someone they dislike is fighting (join fight against them)
- now if a monster is purged (too many entities), put original position instead of current position on respawn list
- flying/hovering monsters can now fly over barrels and chests
- can now switch bags where one is inside the other (Fulano)
- item skills no longer affects stand still stuff
- boosted Herbology resistances, mana regen, and health regen (ricmadeira)
- now initial monster hate is the faction reputation (Fulano)
- now starting hate scales with level better (so similar at low and high levels)
- decreased MaxDamagePercentTakenAtOnce from 0.75 to 0.7 for Lucky mutation
- decreased ParasiteGroundAcid chances from 0.25 to 0.2
- decreased SpawnChance of liches from 2.0 to 1.5
- fixed collision size of large dungeon stone block with brazier on top
- doubled amount of money dropped from Pirate treasure map chest
- now damaging a gargoyle statue causes noise like damaging a door
- increased StatueHitDurabilityMult from 7.0 to 10.0
- increased gargoyle/statue armor bonus from 10 to 25
- decreased spawn chance of zombie dark elves by 50%
- monster wars now cause more problems
- player NPCs and summons are now less likely to break dangerous objects (hella)
- fixed bounty hunters not changing levels correctly (Giri)
- made battles get constant flow of reinforcements so much more interesting
- improved wander pathfinding quite a bit
- decreased chances of renegades randomly popping up (without direct cause and not at start of world)
- greatly increased chances of uprisings from gate quests
- quests from gate quests no longer sync level/seed (means they can spawn in different levels from gate)
- fixed some quest dontEndNearPlayer issues
- fixed game trying to donate an item if you moved a vendor item into the bottom left normal slot (Fulano)
- fixed a couple bulletin board issues with not near/only near npc quest things
- improved quest level syncing when the world is really large
- now item skills can hit dead monsters
- now attack that does no damage but enemy is dead counts as a success
- assassins and scouts can now teleport back to target level if they leave it for some reason
- decreased fairy light height from 128.0 to 64.0
- made "only on armor" text colored consistenly like "only on weapon"
- fixed normal maps on 4 of 5 naga/naga priest variants
- force shadow mapping on Zombasite (just first time on old configs)
- now add a green # to a level name to denote that another player is in that level (hella)
- changed green * in front of player name to a green # to show in your level
- no longer show symbol in front of your player name to show that you are in the same level as yourself
- zombies are now marked correcly to not be able to be zombified (again) (blightfang)
- sconces on wall no longer have collision
- fixed skeletons not drawing alpha, normal, or specular maps correctly (Bluddy)
- now other players names are green so a little easier to tell them apart from NPCs (hella)
- npcs with bows (or wands in Din's Legacy) now use bow attack instead of melee attack with range
- fixed getting multiple clan doors sometimes (Fulano)
- no longer show help text on fading out objects (like clan doors)
- fixed mouse buttons above 3 not registering correctly without also moving the mouse (Mandark)
- fixed non left/right mouse click not working correctly when moving
- changed setUseTextureAlpha to correctly be per texture unit
- added tag_chest to healthstone so effects target a reasonable place
- rewored champion skill text a little to be more clear what it affects (Destro)
- fixed another way that blocks like bridges wouldn't get set up correctly (Fulano)
- made transition to idle animation a little smoother
- fixed not showing correct skin when using a unique item (the fix won't work until game is run for the 2nd time with new patch) (hella)
- added character options to character exports (Destro*)
- added destroyed effects to monster traps
- changed select gold amount in trade menus to have separate gold, silver, and copper input boxes
- scale changes on entities is now animated (Bluddy)
- added normal/spec maps to gargoyles
- made acid more visible behind objects (Throwback)
- fixed some transparent entity sorting issues (Mandark)
- changed yellow crystal effect so looks less like yellow elite effect (Orc Schism) (Fulano)
- Block skill text now includes effect when you block an attack (mothbones)
- now when highlight a blip on world map that blip is drawn last (fixes duplicate problems)
- fixed highlighting entity blips with quests available or solved and blip is a priority
- made blue and purple gates the correct color on minimap
- fixed gates not updating their exact location on minimap correctly (fixes another duplicate problem)
- added buy stack tip
- minimap now shows blips farther out especially in town where you have full map (Destro*)
- pressing ctrl no longer cancels player actions except attacking and moving
- fixed duplicate scout word in scout killed message
- fixed it so don't get 2 quests to kill a newly zombified NPC
- objects in the way alpha out a little farther now
- made skills with additional (instead of mult) of stunning blow, critical hit, crushing blow, and deep wounds more clear
- fixed vbulletin character export having extra color commands that don't get parsed correctly
- fixed animation issue with destroyed statues (trying to share model with normal killed monsters)
- now rain puts out campfires instead of destroying them
- whirlwind and other similar melee skills no longer hit untargetable objects (like oil on ground)
- fixed not getting any hit sounds when hitting a statue (twitch.tv/ninja)
- now random object size and rotation are consistent across save/load
- now when a health bar blinks it doesn't blink out all of the way
- stuck door/chest message no longer goes to event message queue
- fixed bulletin board getting status effects
- fixed skeletons not being visible while "hidden"
- fixed followers on lurker, plague bringer, zombie plaguebringer, zombie dark elf, and zombielord
- fixed noisy/quiet level not working correctly with monster idle sounds
- now fire throwers, shadows, death knights, stalkers, imps, and screes taunt less (since this list is bigger, taunting as a whole will go down some)
- now torvas, orcs, and dark elves taunt more
- no longer get xp for finding direct neighbor of starting town
- added special anim to all monsters in bestiary and added theme music
- added a loot filter (can specify min rarity items to show) (Sephumbra and probably many others over the years)
- added 7 more unique chests from Patreon
- added description to shared life status effect
- now in-game health bars will blink for player and allies when have low health
- added description to pierce status effect
- added light to elemental totems
- increased fire elemental and towers light
- fixed yucca tree not fading out correctly
- simplified set item text so text on set items is a good bit shorter
- added Mandark's Direia Tribute Britches (Patreon item) (Mandark)
- added Mandark’s Tower Tribute Bow (item from Patreon) (Mandark)
- a permanently broken item will no longer show as a better item (green plus)
- fixed 1 lever type that was inconsistent and showing object type (Varkon)
- added god pissed message when an evil god retaliates
- fixed shadow options
- now auto pickup bonus XP objects
- fixed skipping salvage message if a repeat of a recent salvage message (Dragonface)
- now get xp if pull a lever and it disarms a trap (should cover other similar ways)
- no longer add an enemy that is too far away, fixes a few issues like retreating with a dot and then taunting the player for running (Fulano)
- biggest accomplishment is now a completed quest not necessarily a solved quest
- now win screen tells you quests completed instead of quests solved
- now NPCs and members of other clans can count as most impressive kill
- made it so more text could be displayed per line on win screen
- made bronze, silver, and gold chests more consistently use their effects
- last event line no longer draws in larger font if that will make it go off the edge of the screen (Crisses)
- renamed achievement of destroying 100 clans from Destroyer to Clan Destroyer (Fulano)
- fixed another reference to warriorSwipe6.swp
- fixed teleport sounds not always playing when gating
- fixed some missing punctuation in war quest text
- added description to Mana Shield status effect
- fixed life steal proc description indent/wrapping issue (also a few other similar descriptions)
- fixed some old references to ships that somehow have survived (Castruccio)
- fixed bad wording in replacement unique quest text (Dragonface)
- changed save version to 228
- changed PROTOCOL_VERSION to 84
- fixed a contention issue in AreaResource::getTileObject
- changed setProgramEnvParameter4fv vector parm to const
- cleaned up LightingSystem::getLightData
- cleaned up generate2dGeometry a little (one text goes through)
- now on vertex/fragment errors just print rest of problem line
- separated DamageType and SourceType
- added No Replacements button in editor UI to make adding things like grass safer
- updated donation lists from Patreon
- can now set DontSave on user var definitions to override it already being set to Save
- updated copyright date
- fixed font tool not compiling correctly
- made font tool smart enough to automatically bump up texture size if too small for all characters (milithien)
- added cheat_repairAll to make my life easier :)
- added cheat_playtestTeleport - teleports around every few seconds to stress test lots of different things
- moved isInsideTownWalls from Game to World
- fixed some issues with cheat_completeAllQuests
- added showLevelGeneration debug command
Patch 1.022 (21 December 2018)
- inventory now autosizes to prevent overlapping
- fixed Trigger::unlock starting an infinite loop if 2 unlocking triggers near each other
- fixed crashes when creating/destroying fake player
- fixed some radar stuff still being applied in some cases
- fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
- fixed a rare infinite loop in trap activation
- fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes renegade and is below the min level of that world (Buttermilk)
- fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
- fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
- fixed a rare infinite loop in generateCaveLevel
- sped up Level::finishGenerateOutdoorLevel a little
- fixed a slow down with inventory up, my test case went from 37.4 fps to 50.8 (Dragonface/Etto)
- fixed a leak of resource handles if added, then removed, before actually loading
- now cache footstep handles so don't load, free, reload, etc, test scenario old=70-90fps, new=100ish
- fixed a crash on load when trying to fix up loaded pointers but entity had been purged, clearEntityReferences not being called in correct place
- fixed an entity leak with status effects never getting cleaned up on inactive actors - might also be causing slow downs and crashes
- now monster promotions are slower once than hit unique level
- fixed a really rare crash in GraphicsSystem::drawTiles
- now get clan destroyed reward chest if kill clan members (not healthstone) (Dragonface/Mandark/twitch.tv/ninja/Destro*)
- fixed a possible infinite loop in tryWeakenGround (Cthulhu Fhtagn!/Boink)
- now free shader indexes so after a long game session a high shader index doesn't corrupt the sort integer, which can lead to random crashes (Mandark)
- quest monsters can no longer be converted over to follow player (twitch.tv/ninja)
- fixed an angles issue that might have be generating a NAN and then starting a infinite loop
- made networking handle low framerate situations better
- now world saves use basic network compression (saves about 40%)
- now when holding down right click and kill target it will move to next target easier
- fixed a crash when sometimes shader sorting could have an accidental collision (which can cause lots of problems)
- fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load
- fixed other players in multiplayer getting XP multiple times when a player's pet got a kill (Ninjakillzu)
- now traps can do explosions (can cause cave ins)
- now on hit skill projectile starts at enemy killed
- fixed on kill ring projectiles with cones not hurting anyone
- fixed orc shaman weakness skill now based on monster skill
- status effects now skip loading stat changes that can't happen
- changed to a better hash algorithm
- only partially build status effects on skill definitions until needed
- magic modifiers now skip loading stat changes that can't happen
- now skip loading unused stat changes
- fixed reported relation change not getting to player sometimes
- fixed 2 caves having unusable braziers
- water can now spread
- water now stays around for 30 seconds instead of 10
- hazards can now apply status effects directly (instead of needing to be a trap or actor)
- hazards can now apply multiple status effects
- wet status effect now lasts 10 seconds
- now outside in rain gives you wet status effect
- now inside a house prevents rain/wet
- now full level fog adds fog status effect to sentients
- wet status effect now debuffs cold resistance also
- fixed a case when scale could be wrong if a shadow being drawn was using vbo but model not using a normal map
- unique monster and renegade quests that can be on any level now try to sync more times (now 200, was 20)
- fixed liquids getting destroyed, not removed, and then no longer working correctly
- projectiles no longer cause explosion effect on something that wasn't damaged
- caveins should now be immune from damage from other caveins
- now need to stand still to throw ice bombs and other similar things
- fixed some issues when wielding a broken bow
- ghost now counts as flying
- now add colored @ symbols to show which clan(s) are in a level
- auto extra projectiles now are homing
- now get fog status effect from fog from the weather
- fixed a state issue in RenderingState::setAlphaTestMode
- now grab maxTextureSize from openGL
- now check maxTextureUnits
- whirlwind now repeats correctly when using right click (Mortac)
- fixed a few things so that immortal clan members would work (treborx555)
- can now have multiple BlockTypeIndex/BlockTypeMult for the same index (now multiple together instead of replacing)
- now when spawning guards tries to find a valid position
- fixed sometimes monster getting double promoted or saying player ran away when the player died
- now inventory takes advantage of widescreen monitor if available
- changed changeling 5 to use dark orc berserker instead of orc (Orc Schism)
- fixed forest rock2a & rock2b collision
- fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left to right speakers)
- now projectiles explode when they hit world objects
- now goodPositionToSpawnThings checks if block is from a fake level
- now some dungeon sconces marked as CantPurge
- player dying can't solve plague/curse quests any more
- now when fixing an entities position, if can't find a valid location in the same level, will allow to move to a different level (a different level is better than invalid location) (Fulano)
- fixed split projectiles not working with many skills it was meant to (Mandark)
- fixed some spells not repeating correctly when used from a hotkey (Nyithra/Fulano)
- decreased tower spell range from 1000.0 to 800.0 (Boink)
- non ring projectiles no longer hit liquids & ground traps (vantil)
- fixed not getting NPCs at high level worlds (>100) (Destro*)
- non-moving monsters can no longer be converted over to follow player
- fixed some old damage mults no longer supposed to be used (will increase physical damage, and decrease poison & lightning damage)
- fixed crushing blow actually lowering damage in some cases
- fixed things like a firesword changing left/right speaker as player turns around
- Defy Death now has some inflation so higher levels are more useful (twitch.tv/ninja)
- fixed constant has plans to raid quests popping up (Mithur)
- fixed possibility of _eventChance increasing over time when not supposed to
- fixed a way that NPCs could get stuck in activity if path failed in a certain way
- now elite weapons and armor vendors skew their items towards the player
- added Happy Chest (Patreon reward)
- decreased PlayerRanFromMonsterUpgradeChance from 0.1 to 0.05 (Boink)
- sped up GameShared::getSkillIndex some (decreased debug load time 4 seconds)
- sped up getPerLevelSkillDefinition some (decreased debug load time 6 seconds)
- sped up finding skill StatusEffect some (decreased debug load time 3 seconds)
- sped up MagicModifier::processDatabaseEntry by ignoring stats if has some kind of skill (decreased debug load time 125 seconds) (Fulano)
- increased chain lightning chain distance from 150.0 to 200.0
- fixed projectile chaining using start position instead of end position (Romløk)
- can now get more than 1 center print so less likely to miss important messages
- increased center print base time a little and moved to database
- now center prints stay around longer the longer they are (text wise)
- increased center print size and get rid of the background (unless fullscreen menu)
- added money sound when searching for an enemy from quest screen to show money changed (Boink)
- fixed getting a critical error when loading a game when currently using Spirit Evasion
- fixed item text not being able to get smaller on primary highlight text
- now show full info on item skills
- now client handles sending too much data up to the server much better
- can now target skills towards another player by highlighting their name/health bar on side of screen (Etto)
- fixed crafting items bought from a crafting vendor not adding to your inventory correctly (Destro/Fulano)
- server should now handle a rejoin after a crash better (Mandark)
- now if you have a selected target arcane swarm will select random targets near your intended target instead of near the player (Mandark)
- items inside of reward chests can no longer break (Mandark/Fulano)
- fixed orc ego enemy on items not being Dark Orcs (Orc Schism)
- fixed Slaughter skill not repeating correctly when on left/right mouse
- fixed first level sometimes not calling levelBuilt correctly because it got built before worldSetup finished (this can cause various issues like objects stuck in inaccessible locations) (Fulano)
- now cache monster combat sounds
- now precache weapon sounds
- now precache turnedToZombie.mdl if monster is a zombie
- now precache ground items
- increased speed of escorted NPCs so they keep up a bit better
- now cache texture of status effects on entity client
- now keep old music handle to prevent reloading it if played again soon
- sped up finding music datatbase entry
- now don't let music load without hard pause before playing it
- optimized ResourceSystem::findResource a little
- now if try to load a resource and already have correct handle, just returns
- can now precache textures
- sped up StatusEffectBase::processDatabaseEntry (test went from 23 to 12 seconds)
- now gameShared->getPackedDatabaseEntry uses database hints - should speed up loading some
- no longer calculate hash multiple times for DatabaseEntry::getAllValues type calls (overrides/addsTo/base)
- now when looking up each database entry base, uses the hint from the current subdatabase to speed up search
- now static models (1 animation with 1 frame) always go down static vbo path (test went from 50.8 to 60.8 fps)
- now all dead monsters of the same type shares the same vbo (test went from 66.2 to 71.0 fps)
- fixed infinite loop if change SERVER_FRAME_TIME
- can now change the server frame time with serverFrameTime user var (default is 50)
- fixed explosion precaching not working correctly
- improved projectile precaching
- now make sure don't get in an infinite loop when precaching (don't think it has even happened yet, but as it gets more complex it would happen without protection)
- now precache hazards
- now precache objects
- precached a bunch of small things better
- now precache swipes better
- now precache money sound and soulstone model
- now precache footstep sounds
- now precache basic elemental effects
- precached status effect assets better
- now precache level ambient objects
- sped up skill & magic modifier build times
- traps are no longer triggered by a dead player
- now play monster pain sounds on dots and death
- added effect to cripple status effect
- made skill name draw larger
- added on kill chance print on skills
- changed PROTOCOL_VERSION to 76
- changed save version to 226
- increased volume of monster pain sounds
- fixed orc and zombielord sounds in bestiary
- no longer show cost of next point when at max
- can now specify that effect is attached to a tag on an item model instead of parent model
- changed bloom clamping from GL_CLAMP to GL_CLAMP_TO_EDGE
- some short desert plants no longer fade out when "in way"
- updated donation lists from Patreon
- pets no longer trigger town attack sound/icon
- fixed 1 DarkLord texture capitalization issue (Linux is case sensitive)
- fixed 9 PlagueLord texture capitalization issues (Linux is case sensitive)
- no longer show @ on level name for clans not met
- fixed effects on items not always carrying over after a world win/loss
- now highlighting a slider shows you current value (minimum - maximum)
- now open bag circle blinks when you have the cursor over slots in the bag
- fixed small gap in minimap
- fixed a parsing error in UIWidget::parseTextSources
- now can right click on inventory button to open bags only
- cleaned up some widescreen handling code
- fixed trap FirstThinkTime
- hitting a statue no longer shows effect
- statues no longer do dying animation
- fixed a bunch of blocks in opening screen area being marked as has house
- changed wampir blood to a green effect
- now cache canSee checks for Actors if it is their current enemy
- ENTITY_STATE_HAS_ENEMIES now only gets updated every 1/2 second or so
- added Patreon page to credits page
- fixed some skills not automatically getting added to use slots
- torches can now be purged if already reseting the level spawn
- fixed raid gate sometimes spawning inside collision
- fixed clan guards sometimes spawning inside collision
- fixed block and energizing block not animating correctly
- now hide time on fog and darkness icons since so short and gets redone constantly
- no longer move when typing 'a' in multiplayer chat (Fulano)
- fixed an adding follower issue with no parent (Nick)
- blinding flash no longer works on inanimate objects
- can no longer use the lock pick skill on spider webs (Karol13)
- fixed resurrect UI blinking away sometimes
- made so center prints have to be unique to add another one
- fixed wrapping when going down to a smaller font to fit highlight text on screen
- text wrapping now keeps initial indentation
- now an item can specify no random modifier power (crafting items now use this)
- fixed NPCs not starting out with full health (Etto/Fulano)
- Blixt and Mortus avatars no longer use a weapon
- player can now walk through their gate, stashes, healthstone, bulletin board, and crafting station (DrJoeFitz)
- auto targeting stuff will no longer target crystals (you still can if you highlight them directly)
- can no longer use ice bombs and other throwable items when you're dead
- turned off most of the effects on an unactivated gate so it looks more distinct from an activated one
- moved spider web effect up so more noticable
- fixed on old whirlwind effect being referenced
- fixed god altar blessing prints (Orc Schism)
- changed god altar text to gold instead of white/green (Orc Schism)
- fixed whirlwind text no longer being up to date on number of enemies
- fixed missing SkillTime translation
- fixed missing GoodAvatars translation
- item name in item highlight text is now in larger font
- changed item description color
- made item bonuses more noticable (different color and shifted over a bit)
- added empty line before at current skill level info
- added empty line before next skill level cost info
- changed skill level info text color to stand out more
- changed next skill level info text color to grey
- got rid of a several places could get an extra blank line in skill text
- simplified current/next skill level text
- now hide current skill level/next skill level if no per level info
- no longer show mana needed for basic attack skills
- added empty line before max skill level line
- moved extra enemies to target section
- now status effect text on skill text is much more clear
- now show skill icon in highlight text box
- got rid of a couple more empty lines in quests
- fixed skill prints on item to be indented and colored
- fixed +durability prints on item to be indented and colored
- fixed aura/status effect text indentation
- reworded RightClickMainSlot slightly
- added "and only one can effect a person at a time." to protection skills text (Thunt_Cunder)
- added a splitter graphic to status effect text to make it a bit easier to read
- changed Game Options to UI Options
- fixed DarkOrcBerserkerUnique1-3 translation (Orc Schism)
- added a splitter to skill text
- fixed PlayersListDesc
- improved CultDesc (Boink)
- improved AggressivePetsDesc
- improved clan destroyed reward chest print
- quick tips are no longer numbered (Dragonface)
- removed a \n from Fire Strike description that messes up formating
- improved removeNewLinesAtEnd to handle color/font codes
- fixed typo on 3 leech skill descriptions
- fixed Redemption description (Orc Schism)
- added ui_allConditionsTrue so I could see all widgets at once (easier to rearrange)
- added support to log stuff without translating
- no longer build ctx files in debug build (faster debug loading)
- added printResourceName debug command
- detail models in longer hide in model editor
- detail models always drawn in editor now
- improved "Could not find widget" warning
- made all center print stuff go through same code path (less code, more consistent location & length)
- fixed a crash in GraphicsSystem::drawString (probably only happens in developer build)
- now d_printFilesWaitingOn and profile debugging tools print frame number
- added profileSuppressBelow so can make profile tool print less non-interesting info
Patch 1.021 (19 February 2018)
- fixed quests sometimes getting parent set to their child and thus creating an infinite loop in some code (Mel)
- added unique levels support (Patreon thing - https://www.patreon.com/soldak)
- levels can now have set level modifiers
- now a level can always be in winter
- added support for unique monsters with set attributes again (Patreon thing)
- added support for unique NPCs - set name, personalities, enhancements, skills, etc (Patreon thing)
- added backstory to unique NPCs (Patreon thing)
- added unique renegades support (Patreon thing)
- added minor clans support (Patreon thing)
- added unique chests support (Patreon thing)
- added unique gravestones support (Patreon thing)
- added support for unique towns (Patreon thing)
- added Patreon button on main UI
- now evil avatars don't start spawning until level 5
- orc scouts should no longer use caltrops out of range
- now followers in your party are less likely to attack off screen enemies after they have teleported back to you (Romløk)
- added locked picked sound
- now player ran away stuff doesn't count if player is dead
- now thief lock pick skill will walk over to clicked on chest/door (Scrubwave)
- fog modifier now adds more fog to affected level
- fixed famine not being set to above ground only
- added Bard related personalities (Orc Schism)
- fixed highlight size of bulletin board tool tip not matching draw size (Romløk)
- removed 9 duplicate translations (DarthNihilus)
- added a comma to gate blocked quest text (Castruccio)
- removed duplicate LevelModifierCrystalGreen
- fixed missing translation NeedsLockableObject
Patch 1.020 (29 January 2018)
- fixed a crash with other clan recruits (Scott)
- now add status effects (based on severity) when major events happen to other NPCs (this way will show up in happiness list)
- fixed DynamicStatMultItemPowerGainMult not working (mana potions will start working better for some classes now)
- can now ctrl/left click to shoot with no target (Castruccio)
- fixed sometimes not being able to click on clan icons with hide eliminated option on (Romløk)
- fixed texture quality words not localized (DarthNihilus)
- removed extra BreakableCandle translation (DarthNihilus)
- fixed Tunnel not getting translated to Secret Tunnel correctly (DarthNihilus)
- fixed CantBeRaised missing translation
- fixed CovenantXExtinct missing translation
- changed PROTOCOL_VERSION to 69
Patch 1.019 (05 January 2018)
- fixed a major slow down in Skill::applyPassiveStatusEffects (Mithur)
- now only get ambushes when player makes noise (should fix many ambush problems and some slow down issues) (Crisses/Ghost Matter)
- fixed not getting reward chest for destroying clan (Powerfinder)
- slowed down slow/very paces by about 25% (Crisses)
- fixed a bug that allowed new defend clan stuff to get a free teleport to home (Russell)
- evidence quests now take relations into account even more (more likely to like for family and friends) (Crisses)
- decreased cost of paying vendors to come to town from 50/50 to 30/30 (Crisses)
- fixed clan highlight text not working sometimes when hide eliminated option is turned on (fbo)
- now 3 random clans have shades of brown as their colors instead of white (Orc Schism) (Romløk)
- now World::getLevelsMakeUpLevel only generates list once per level
- fixed destroyed clan message
- fixed critical hit debuff being backwards on debilitating strike (ploratio)
- fixed wishing well stuck message (Acer Spacer)
- made zombielords larger
- orc berserk sound no longer carries forever (BlastProcessing)
- fixed a bad tile in one of the dungeons
- bags no longer compare to starting backpack for better than checks
- fixed : location on skill points left (Xangi)
- updated copyright
- changed PROTOCOL_VERSION to 68
Patch 1.018 (12 December 2017)
- turned off key check on the expansion
Patch 1.017 (28 November 2017)
- fixed not being able to select hybrid specialties very easy (invisible widget in way) (Livebait)
- fixed being able to pick up skill icons on pick hybrid specialty screen (Livebait)
Patch 1.016 (27 November 2017)
- can now click on town attack icon to mute town attack sound (until there is a new alert) (Strix)
- added repair all button on crafting screen (Obviously Unsound)
- fixed NPCs getting too much money and no longer doing any activities (probably doesn't happen in real life much)
- fixed an getActivityChance issue with npc completely overriding world modifiers
- fixed not getting xp for disarming traps (Mnemovore)
- fixed a bug allowing rescue/escort quests to add a vendor to your clan (would show up as Generic class) (Reginald CZ)
- fixed vendors not coming to town sometimes when paid (were just an NPC not a quest) (Reginald CZ)
- fixed saurian mages sometimes getting stuck in casting lightning (Krysle Quinsen/Reginald CZ)
- made it so you can't see over level boundaries again (was causing some problems) (Reginald CZ)
- fixed a couple problems with NPCs getting stuck in town sometimes when lots of NPCs gather in a small space (Mnemovore)
- happiness, sanity, and morale item magic modifiers should no longer show up on player only types of items like bags (Throwback)
- fixed a collision issue in most of the town layouts
- fixed skins on unique zombie hellhounds
- ancient monsters now fight each other also
- added new rarity effects for monsters - new ones show up at Captain, Warboss, and Demigod (Destro*)
- now clean up quests with 2 clans like deliveries when either of the clans is destroyed (rawrkite/Reginald CZ)
- now make sure NPCs don't try to interact with other NPCs that are in a different level (hunting, raiding, adventuring, etc)
- changed PROTOCOL_VERSION to 67
- changed game version to 225
- randomized physical evidence drop distance some
- added house in town burned down print
- changed order of how menus and submenus handle mouse input
- fixed not getting highlight text on money, points left, help, and close buttons on skills screen
- now attribute & skill points left highlight text tells you how many points you will get next level up (Obviously Unsound)
- TextureChangeFrom/TextureChangeTo now handles level having multiple of the same texture
Patch 1.015 (02 November 2017)
- fixed NPCs not following through gates (initialization issue of defensive raids feature coming in expansion) (Caal)
- Orb of fortune now uses correct level for items like relics (Destro*)
- dust of destiny now uses correct level for items like relics (Destro*)
Patch 1.014 (31 October 2017)
- decreased all insanity friend mults to 1/4 of previous values (might be causing more insanity chain reactions than intended) (Throwback)
- tripled damage inflation of DOTs
- can now switch bags easier
- now more skills auto aim to nearest enemy when used
- added Soft Lock Target option to allow players to turn off the selection mechanism that keeps you locked on a target without basically selecting another target (this will make it much easier to switch targets, but a little bit harded to stick with the same target, if you click multiple times)
- made font crisper (also added r_higherResFontsMult var that lets users change this)
- added Heart of Gold bonus financial sense (+100 money find)
- Little Titans now have the recruiter trait (Throwback)
- made rumor cost bonus from Little Titans better (Throwback)
- made sabotage cost bonus from Fang better
- made rumor cost bonus from Reptilian Terror better
- made buying guards from Eternal Darkness cheaper
- halved food cost from Order of the Moon
- Frenzy are now much more likely to raid a clan that is raiding an ally
- Eviscerators are now much more likely to raid a clan that is being raided by an ally
- alliance with Inferno now gives clan fire resistance bonus
- alliance with Dragon Claw now gives clan lightning resistance bonus
- fixed too many uprisings of the same monster type guaranteeing that all monsters spawned in that level would be uniques of that monster type
- quadrupled increase in relations for killing a shared enemy NPC
- no longer bleed neighbor levels into a level that tries to generate too many times
- fixed spawning extras on Poisoned Supply quests (Throwback)
- fixed quests not showing their instigator correctly in quest text
- now when healthstone is being attacked turns on being attacked icon
- made it easier to click around large/huge monsters (only uses half of scale above 1 for selection purposes)
- made skill_damage mult work with melee attacks (I had this commented out so it's possible this breaks something else)
- now oil always catches on fire if hit with fire damage
- fixed a problem where blocks connection would get confused with overlapping blocks
- fixed mining, horror, and treasure level modifiers not spawning more of the correct chests
- fixed Mystic Brotherhood not getting 2 traits and sometimes getting hidden ones
- now staff/wand will be marked as better than current staff/wand if spell damage mult is higher
- now if have a better guard, door, or relic in inventory shows you the weakest one that is equipped
- increased spy chance mult from 2.5 to 4.0 for spying clans
- fixed hates/likes class personality stuff
- now other clans should only offer and specific item to sell to player once
- increased hulk health mult from 1.25 to 2.0
- made mine special rooms better
- increased money needed for NPC donations by 50%
- increased reinforcement chances by 50%
- now some monsters can get above the normal reinforcement chances cap
- fixed some problems with completing group quests without killing proper enemies
- now if any quest starts too many new quests its priority will be increased to indicate its increasing threat
- improved searching for a quest group when the leader has been killed
- horrors (normal and zombie) now have more resistances
- increased guardian health 100%
- lower level NPC gifts now much better at changing repution (now use 0.9 mult instead of 0.75)
- fixed people clan power (NPCs in player clan counted twice and their items) - will make power comparisons closer to reality
- now other clans start with some relics, doors, and guards (how many depends on their level) - will make other clans more powerful and they might have more money
- now soul stone shows up on edge of minimap when out of range but in same level
- increased gem gift happiness change by 400%
- increased jewelry relation/happiness to match gems
- fixed always getting the same avatars
- fixed monsters stopping long attacks when player moves out of range (scorpion tail attack, zombie saurian breath attack, etc)
- now many quests modify the xp reward based on the quest's main monster's xp mult
- fixed several of the totems auras not working
- addDatabaseEntryIndex is now guaranteed across network
- fixed Bolt of Gloom and Shadow Bolt inflation
- delivery quests between clans are now optional (rawrkite)
- can now pay gold to search for obsidian for teleport stone
- soul stones no longer get deleted after a period of time or purged when need entity slots
- happiness level no longer changes how often a renegades changes into a ghost
- can now see across level edges (if nothing else blocks)
- no longer respawn monsters in levels that aren't currently loaded (postpones for 10 seconds)
- changed whirlwind to not need an enemy so a little easier to use
- now uprising uses quest specific monster type before parent's
- now player won't get more than 1 taunt every 5 minutes
- fixed bag comparison when same size but different values
- added cheat_escalateRandomQuest to test some things better
- changed PROTOCOL_VERSION to 66
- changed "Clan lifestone health" to "Clan healthstone health"
- now can put quests in empty towns
- got rid of duplicate LevelModifierPirate
- got rid of duplicate ChestUniqueHC
- added test_objectSpawn, test_chestSpawn, and test_trapSpawn
- changed save version to 222
- added a GameLoadCount to make some things easier (like random trigger names that stay unique over loads)
- now can close locked doors
- torches will now light when hit by fire and stop when hit by ice
- liquids now spread in more of a line
- improved map blending a little (weights main pixel more, corner pixels less, etc)
- edges with same areas on both sides on open much more often
- added closed block print now says which level file and center position
- fixed some issues with trying to not have duplicate level names (not taking into account large areas and fake areas)
- lighting is now consistent across a large level
- fixed secretGate icon not being a power of 2
- random models for monster types now uses monster/npc random seed so a little more controlable/repeatable
- fixed effects that spawn slower than their max age
- fixed CriticalHeal translation
- fixed left click to hire recruit text (has a ##4## in it)
- fixed missing translation RewardChestAvailableInHouse
- fixed raiding dialog having victim and attacker backwards
- changed item names that are gold to dark gold so would be a little different than default selected color in lists
- only mention Can't be repaired on items now if they can be lose durability in some way
- NPCs will no longer talk about strongest or weakest clan if they are unknown to your clan
- fixed unique stalker names (a bunch marked as suffixes when supposed to be prefixes)
- now guard breaks free always works (assuming there is a guard to break free)
- fixed a few deep wounds magic modifier names
- fixed replacing items on userslot bar so that running out of ice potions didn't replace it with something like a love potion
- doors are no longer considered sentient :)
- fixed left/right now working to loop through relics, guards, and doors for comparison purposes
- coordinated attack messages now tell level and clan name
- now tornadoes show up on minimap/world map (purple dot and named)
- now tornadoes always send across the network if in town
- increased chances of tornadoes
- made monsters move around more often
- now show level of guard items on ground that aren't monsters (traps mostly)
- made furies a little bit larger
- scree now clump a bit more
- increased range where monsters do their idle behavior
- a known gate now shows up on the minimap for the entire level not just when you are close
- made dryness level modifier only apply to levels above ground
- if you drop a gem onto itself it no longer gives you a warning of no gem slot
- fixed NPCs using skills like whirlwind out of range of enemy
- no longer get most powerful clan message if your clan is the only known clan
- fixed guard item displayed when on ground and in higher difficulty
- added description to guard totems
- added happiness change to gift print
- deadly poison now shows up as a happiness problem
- focus drop boxes on clan screen now go over "Basic Clan Statistics" words
- no longer get talk and other icons on map for someone that has gone insane
- fixed another issue with level of guard item on ground and inventory not matching
- fixed highlighting aura not giving correct status effect data (just showing level 1)
- aura status effect data now shows inflation adjusted amount
- fixed large shield being too large
- fixed sometimes not playing attack animations if attack was faster than animation
- Erillin avatar no longer has a sword
- improved icons and descriptions for totem guards
- fixed missing localization BagIsFull
- made randomHeadTextures, chest, legs, etc stuff much more generic
- liquids that spread no longer keep the same rotation
- changed mining prefix/suffix from gold to mining type words to be more consistent
- fixed not replacing destination gate when going through a secret gate
- guardian death no longer has random speed (makes sound timing off)
Patch 1.013 (05 June 2017)
- fixed not being able to get back out of secret levels (BlastProcessing)
Patch 1.012 (01 June 2017)
- now cache monster models a bit better (hopefully less loading pauses)
- now when run out of potion that is in a use slot it will automatically switch to best potion available
- items that are available to spawn at max level don't fade out their chances at higher levels now
- fixed NPCs not being able to be infected
- fixed infected npcs not turning into zombies
- now a quest gets generated when npc changes to ghost, demon, death knight, lich, or zombie
- fixed a rare projectile related crash (made Skill a SafeClass and _skill in projectile a SafePtr)
- fixed not getting new clan members from rescue quests some times (Zombasite)
- added 5% stat inflation to rupture armor
- cursed characters can now use any doors and guards (they don't need to be cursed) (DrJoeFitz)
- now attacking inanimate monsters (evil altars, machines, totems, etc) makes noise (alerts, ambushes, etc)
- fixed Warboss health multiplier (was 1.0 is supposed to be 11.0) (Destro*)
- bags can now have magic modifiers (Jackrel)
- now secret gates are marked on map when used
- clans now try to change their doors, guards, and relics less often
- made clans save their money a little bit more by increasing IgnoreMinGuardBoostMult from 3.0 to 4.0
- fixed fire ward giving fire imbued instead of minor fire imbued (Destro*)
- fixed Death Mark not triggering correctly (AndyTheMessengerRobot)
- fixed life steal proc on weapons
- now make sure NPC reward for logistics win is not a vendor (cfiend)
- added 5% inflation to riposte stun time (Throwback)
- decreased spawn chances of negative npc traits from 0.75 to 0.65
- now if multiple overrides of same database entry, last one loaded is first used
- can now see long messages when dead
- fixed some braziers in cave 4 that couldn't be turned on/off
- added mushroom level modifier prefix name - Mushroomy
- made jars have less health
- fixed ghost world modifier not working correctly
- changed save version to 213
- changed PROTOCOL_VERSION to 64
- fixed battles ending earlier than they should
- now play item sound when a monster picks up an item
- now monsters that pick up items will drop them when they die
- dark elf assassins will now pick up and use daggers
- dark elf wizards will now pick up and use wands
- now an option to hide eliminated clans on the relations screen
- now show relations, show treaties, and hide eliminated options save properly
- more torch light flickers now
- monsters no longer hide in towns
- now much cheaper to search for bounty hunters
- made r_effects affect swipes also
- now if you decline a treasure map quest, you can get it again from your bulletin board
- Death Mark can now stack 3 times
- fixed a bug where you couldn't drop an item that you can't equip onto a bag to put it in the bag (Fulano5321)
- removed 2715x1527 resolution on Windows and Mac builds (just causes problems)
- fixed a crash when using reloadMenus and you have menus that have been overridden by a mod or expansion
- no longer announce quests at the very beginning of a world
- no longer start tornadoes in fake levels
- tripled tornado chances in storms
- added noise machine town to zombie town attack connection quest text
- now menus can specify music database entry instead of a direct sound file
- now using an attack skill on an object like a locked chest and out of mana will drop down to basic attack correctly
- fixed a problem temporarily losing skills on items when they level up (loopax)
- now when delete a character clear selected item (Destro*)
- bulletin boards can no longer be target of kill monsters quests (Mnemovore)
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Patch 1.011 (12 April 2017)
- now each time a healing potion is used to heal zombasite infection and fails, the infection gets weaker, so the next potion is more likely to work
- increased chances of getting a rarity bump when identifying an item from 0.01 to 0.05
- changed sound when getting an item rarity bump to be way more noticable
- misidentify bonus can now go past very rare items
- now if the game purges an inactive level, it won't respawn everything if the player comes back to that level
- halved rumor costs
- increased monster respawn time from 600.0 to 750.0
- fixed collision on 2 of the rock types in Freya Meadows
- fixed a closed block in Freya Meadows that looked like you could walk into it
- increased chances of NPCs getting infected
- fixed a rare crash dealing with projectiles - now check in projectile if skill parent is same as passed in skill owner, if not no longer saves skill
- doubled secret stash spawn chances
- doubled mana stone regen
- added text so that you know which quests are started from the Zombie Threat
- decreased zombie plaguebringer spawn chance from 3.0 to 1.5
- decreased parasite health mult from 0.5 to 0.4
- raiders from other clans no longer stick together as much (makes them a bit easier and less pathfinding issues)
- orc clans now start more orc uprisings and town attacks against enemies
- fixed clan NPCs not getting promotions some times on level up (Sharjin)
- increased chance of rebuilding a house when NPC is doing construction focus by 33%
- bounty hunter quests are now optional
- made mana potions go about 50% faster (still same amount, just over less time)
- now ignores damage of item when salvaging (mostly means get more crafting materials and you can salvage broken items)
- spies much more likely to ambush when engaged
- can now use guards that are 3 levels higher than your level
- decreased FreeRecruit dialog chance from 0.2 to 0.05
- test_checkAreaCollision for towns now just checks the edges to spawn less warnings
- fixed a bunch of collision issues along edges of towns
- can now zoom in/out minimap with mouse scroll
- pageup/down now works on world minimaps
- now when minimap zoom changes through mouse scroll or buttons it automatically updates the minimap without playing needing to move
- pet monster types can no longer be guards
- now secrets and special room prints go to event box (but don't go to log)
- can now change blip color of objects in their database entry
- halved lure volume
- no longer print arch-nemesis text even time loaded
- now show doors on NPC Locations screen
- now any quest can have an icon like the nemesis quests
- npcs no longer talk about clan wars of clans we haven't discovered yet
- made always works type of skills repeat if the button/key is held down - makes it a bit easier to use these type of skills and is more consistent
- fixed a small issue with individual loot stuff
- fixed some guard/pet confusion with Torvas, Hulks, and Death Knights
- added VerySmall and Tiny fonts
- an object can now add a world modifier on use
- world modifiers can now add an enhancement to players
- now if help text can't fit on the screen it will drop to very small font
- now if help text still can't fit on the screen it will drop to tiny font
- secret levels now use normal world random numbers instead of session ones
- changed save version to 210
- now save _lastUsedSecretLevel
- made secret stashes fade out in 1 second instead of 5
- now chests health per level is a float instead of int
- spider webs now have half as much health
- darkness/bright level/world modifiers no longer affect player/entity lights
- now only monsters that can use tactics can start fires
- no longer get new personality event text from other clans
- now wait for scorpion sting to finish before moving on
- rescue people now have portraits for when they use dialog to call for help
- now only get NPC left and joined another clan if was originally in your clan
- higher end chests are no longer allowed to be purged when too many entities
- added "Only draw entities" option in editor - makes it much easier to see some issues in levels
- fixed a couple food stolen prints
- now pedestals find free spots
- no longer create gates for invalid clans
- ghost revenge text no longer mentions clan name
- changed "Infection Mutation" to "Mutation" to fit modifiers area better
- improved town attack repealed npc text
- now mark correct parts red if don't have enough money for rumors
- changed "Easy prey!" to "Easy prey (coordinated attack)!"
Patch 1.010 (14 March 2017)
- fixed not being able to set npc focus directly on clan screen (BlastProcessing)
- moved bulletin board a little so not in the middle of pedestals (Taleana)
- updated copyright to include 2017
Patch 1.009 (09 March 2017)
- improved minimap & world map so that they are both much more smooth (less pixelated)
- changed miniMapZoom default to 16 and update old configs if at old default value (lets you see more on minimap)
- Fang clan now ask for more sabotage
- Collectors now ask for more Ancient Artifact deliveries
- Heart of Gold now ask for more gift deliveries
- Eternal Darkness now specializes in sending assassins and starting plagues against enemies
- Demon Spears now specializes in starting uprisings against enemies
- Inferno now specializes in starting sieges against enemies
- Fang now specializes in sending poison assassins against enemies
- The Scourge now specializes in sending town attacks against enemies
- Dragon Claw now specializes in starting machine quests against enemies
- Eviscerators now specializes in starting wars against enemies
- Little Titans now specializes in sending scouts against enemies
- Order of the Moon now specializes in sending bounty hunters against enemies
- Reptilian Terror now specializes in sending poison assassins and starting machine quests against enemies
- The Enlightened are now much more likely to try peace talks
- Nemesis clan is now much more likely to pay to kill enemy clan recruits
- fixed fast projectiles sometimes going through target without hitting it
- fixed parasite mutations affecting zombies instead of parasites
- levels now stop respawning when all quests have been solved in an area
- now on level name highlights tells you whether or not a level is active (still respawns monsters) or not
- made bounty hunters change levels much more often
- no longer try to put clans into fake edge areas occasionally
- more vendors spawn in the world now
- now can have 10 more entertainers that are productive
- increased guard drop chance from 0.0075 to 0.01
- fixed totem guards auras not working correctly
- fixed another problem with some guard types not spawning
- fixed war quests that aren't given to another clan not starting correctly
- changed clan quests they start to improve themselves from only when low on quests to a random chance any time
- raising skeletons on higher rarity dead monster increases chance of higher rarity skeleton (Sharjin)
- fixed bosses sometimes retreating to areas not accessible by the player (cfiend)
- Earth Mastery now improves Quake Strike skill
- assassins and scouts can no longer kidnap unless they have breached the town walls
- assassins and town attacks can no longer poison NPCs unless they have breached the town walls
- Alchemist renegades now have much higher chance of using potion, elixir, and resistance potions
- fixed relic losing its level when uncursed (Dorok)
- added individual loot option for multiplayer (Varkon)
- disable party member dialog option now applies to your pets (Destro*)
- changed list item selected color from red to gold to be less confusing (Obviously Unsound)
- slider notch now changes color when highlighted and when being used
- slider background now changes color when highlighted
- scroll bar now changes color when highlighted and when being used
- now when drop down box is highlighted or open, outline with seperator
- check boxes now changes color when highlighted
- tabs now change color when highlighted
- changed "Load Existing Area" to "Load Current Area"
- changed save version to 203
- enter now works on delete character confirmation UI
- enter now works on delete area confirmation UI
- changed mace skill icon so 1 handed and 2 handed skills looked different
- no longer spawn soulstone if playing a hardcore character
- fixed scrolling not working on parts of select character UI
- entities no longer turn if killed
- increased fog chance in rain from 0.2 to 0.35
- fixed some braziers in Bottomless Dungeon not being usable
- force move no longer works when console is up
- can now mod the chance of having a Nemesis
- world can now specify monsters always wander
- world can now specify monsters are always active
- can now make dungeons have another dungeon underneath
- world can now change the max number of dungeons per level
- now a nemesis chance of 0.0 will turn off archnemesis also
- can now have random beginning quests specified by world
- scout location quests can now be completed without accepting them
- can now make entities fade out when in way - InWayMinFade in entity definition
- now do can see through stuff on dungeon/cave entrances and dungeon stairs
- fixed bulletin board, crafting station, and teleport not always spawning in a valid position (other objects in way)
- moved quests started from Zombie Threat to database so can be modded
- item effects will now show on monsters & NPCs
- now save/load all items for monsters
- can now give a monster a base item / base magic modifier combo - so can give a monster something like a poison sword
- can now turn off random world modifiers in world database
- moved clan armory slot on npc equipment screen for new focus stuff coming in expansion
- changed PROTOCOL_VERSION to 61
- now show guards on npc locations map
- fixed killCovenantMembers not killing all of the guards
- added SpawnGuardItem cheat
- added page down/page up to editor to change blocks
- now level blip in towns shows at center of town
- forced clan levels to load before spawning their objects
- changed item common/uncommon colors to be slightly different
- changed item rare/very rare colors to be slightly different
- now will get a quest to recharge your teleport stone soon after you use it
- fixed clan raiders sometimes starting fires in a different area (cfiend)
- fixed zombie uprisings and town attack stats not working correctly when quest is not accepted (cfiend)
- fixed modding ItemNormalRandomMagicModifiers above 0 breaking items like potions and food (Destro*)
- replaced light intensity with combat experience on character screen since more important (Destro*)
- now all potions and elixirs show version number (Destro*)
- fixed NPC name in some rescue dialog text (Dorok)
- pets no longer follow leader if that leader has been kidnapped (Dorok)
Patch 1.008 (23 December 2016)
- aren't forced to stand still as long after attacks now - greatly increases player mobility
- fixed using Shield Slam in right click slot crashing the game (jalias)
- fixed a crash when sometimes recruits aren't deleted correctly (Taolaen)
- now hunting/foraging/other npc lists and next/prev recuit buttons use main npc sorting from clan screen (Dorok)
- now items salvaged try to distribute to clan first (option can be turned off in crafting menu)
- debuffs/dots on projectile attacks no longer affect the target unless projectile hits
- fixed multishot not dropping down to normal arrow when out of mana
- tightened multishot projectile spread some
- removed collision from a lot of weed models
- gargoyles are now much tougher
- now clean up recruits that haven't been deleted correctly (Taolaen)
- changed save version to 202
- put number of potions after version number
- made monster aggression easier to mod by adding AggressionRangeMult
- no longer auto identify items that don't need identifying
- can now mod whether or not monsters are less aggressive to higher level enemies
- changed poison resistance to poison & acid resistance
- made highlight outlines a little thicker
- right clicking with melee skills no longer turns character if no target
- added a BadQuest parm for quests so can remove quests with mods
- renamed bonus chests to be less confusing
- fixed unclickable braziers in Torment Tomb and Midnight Caverns
- now EgoTalking magic modifier is marked as cursed
- now show areas burned in hunting/foraging highlight text
- can no longer try to randomize enchantments on unique items (Destro*)
- fixed a way some passive skills could be actively used (Dorok)
- fixed getting some non-relevant warnings about guard focus
- fixed a bunch of level collision issues caused by making weeds not collide
- fixed a minimap corruption around the edge of levels
- now shields show armor scraps needed to repair correctly
- now only show solve quests icon on trade screen if there is a solved quest
- fixed a way that AI clan relics could get above level 100 (Destro*)
Patch 1.007 (24 November 2016)
- fixed an infinite loop when a monster higher level than 105 is promoted (Viliki)
- added a force move option (when held down, left clicks ignore targets) (X Knyght/Obviously Unsound)
- added a move option (when pressed, move towards cursor and ignore targets) (X Knyght/Obviously Unsound)
- greatly increased mana potions drop rate (Carnage)
- fixed another way was losing Arch-Nemesis (Power_Bert)
- doubled diplomatic win crafting items reward
- fixed sometimes not showing hunter health bar (Viliki/Dorok/Psyringe)
- now each NPC that your clan has that can identify (sage/quartermaster) allows you to automatically identify another rarity of items
- fixed not being able to put some attack skills like sweeping flames in the first user slot (fbo)
- if an NPC wants to talk to the player they are now much more likely to walk over to the player (Obviously Unsound)
- can no longer set focus of NPCs located outside of walls in town to not guard
- decreased default s_volumeMaster from 0.8 to 0.5 (rareloot)
- xp bar no longer flashes when at max level
- added more room on expedition menus for NPC names (Dorok)
- added Critical Heal and Potion Boost descriptions (Obviously Unsound)
- added exit all button to trade screen
- now show roman number on mana and health potions to make a little easier to tell different versions apart (Obviously Unsound)
- fixed my town description
- added Myself button on map to move map location back to player (Obviously Unsound)
- can now mod whether or not players can be infected