Releases: flareteam/flare-game
Releases · flareteam/flare-game
Release list
v1.15
Engine features
-
Events
- Events can now use 'book=close' to close the active book.
- Added 'intermap_id' property to Events.
- Added 'power_level' and 'power_stats' properties to Events.
- Added 'requires_tile' and 'requires_not_tile' properties to Events.
- Added 'spawn_level' property to Events.
- Added 'class_tip' and 'show_class_tip' properties to new game menu config.
- Added 'show_frame_background' property to configuration, new game, and load game menu configs.
- Added 'mapmod_toggle' property to Events.
-
Items
- Add scaling based on item level/player level/primary stats to several Item attributes, such as 'bonus' and 'price'.
- Add 'loot_drops_max' property to Items for limiting the number of drops in a single loot event.
- Added randomized items. Items can now be spawned with random level, quality, and bonus attributes.
- Added 'auto_actionbar' property to items/types.txt config.
-
Powers
- Added support for more than one of each chain power (pre_power/post_power/wall_power) to be attached to a single power.
- Added 'post_hazards_skip_target' to Powers.
- Powers that deal non-elemental damage will now apply additional elemental damage based on the damage stats for said elements.
- Power 'trait_elemental' now works with all damage types (despite the name). Any additional damage bonuses for the specified damage type will apply on top of the converted damage.
- Added 'percent_exact' to requires_hpmp_state and requires_resource_stat_state in Powers.
- Added 'on_active_power' to passive_trigger property and 'can_trigger_passives' property for Powers.
- Added 'passive_effects_persist' property to Powers.
- Added 'expire_power' Power property.
- Added 'hero_level' / 'source_level' and 'hero_stat' / 'source_stat' modes to map enemy & power 'spawn_level' properties. They take a single value as a multiplier and are intended to replace the 'level' and 'stat' modes.
- Added 'state_hold_mode' property to Powers.
- Added 'ignore_resist' property to powers/effects.txt config.
- Added 'spawn_requires_unlocked_power' property to Powers.
-
Maps
- Added procedural map generation.
- Add wander_radius and waypoints support for map NPCs
-
UI
- Horizontal list widgets can now display 2 or fewer options at once
- Added 'default_zoom_level' property to menu/minimap.txt config.
- Added support for developer mode command shortcuts.
- Added 'powers_overlap_slots' to menu/actionbar.txt config.
- Added 'background_offset' to menu/config.txt config.
- Added a game filter for the inactive mods list in the Configuration menu.
- Added 'inactivemods_filter' to menu/config.txt config.
- Added 'preview_enabled' and 'preview_pos' to menus/inventory.txt config.
- Added 'font' property to engine/combat_text.txt config.
- Stats on the character page are now organized by categories: Core, Offense, Defense, and Misc.
- Speed and Attack Speed are now able to be shown in the Character menu.
- Added 'tab.text_padding' to engine/widget_settings.txt config.
- Added 'enabled' property to Char/Inv/Pow/Log menus for modders that wish to prevent the player from opening those menus.
- Added 'upgrade_button_offset' property to menu/powers.txt config.
- Added auto-loot configuration option.
- Dynamically-sized dev console with new config file.
- Added prompt for language on first launch.
- Added 'show_permadeath' option to menus/gamenew.txt config.
- Added 'log.padding' property to engine/widget_settings.txt config.
- Added 'sound.activate' property to engine/widget_settings.txt config.
- Added tooltip text for items that prevent use of other equip slots.
- Added 'enable_gamepad_nav' property to menus/actionbar.txt config.
- Added cinematic map title display, configured via menus/region_title.txt.
- Added 'sort_stock_buy' property to menus/vendor.txt config.
- Added optional sort button to inventory and stash for sorting by type, quality, level, and sell price.
- Added tooltips for stat and power upgrade buttons.
- The "Play Game" button on the title screen now goes directly to character creation if no saved games exist.
- Added 'wrap_before' property to menus/activeeffects.txt config.
-
Input
- New mouse movment behavior. Click once to move the player to a target and, if applicable, interact with it.
- Added game controller rumble option.
- Added "in combat" LED effect for supported game controllers (i.e. Dual Shock 4).
- Support using gamepad during initial launch menus.
- Added 'cycle_menus' keybinding to quickly open Char/Inv and Log/Pow menus.
- Support navigating "multi-page" books with left/right inputs when possible.
- Android: Enabled use of external input devices (gamepads, keyboards, mice)
-
Misc
- Damage Types and Elements have been combined. engine/elements.txt is still supported, but new mods should use engine/damage_types.txt.
- Added 'offscreen_enemy_encounters' property to engine/combat.txt config.
- Added backwards compatiblity option 'passive_trigger_effect_stacking' to engine/misc.txt.
- Added 'equipment_set' property to engine/classes.txt config.
- Added 'fade_wall_alpha' property to engine/misc.txt config.
- Added 'active_sub_frame' property to animation definitions.
Engine fixes
-
Crashes & Memory Issues
- Fix potential crash in WidgetTabControl when trying to set an active tab when there is no tab already active.
- Fix potential crash when tileset image can't be loaded.
- Fix leaked effect animations when an effect's animation property was redefined.
- Fix invalid memory access when consuming a corpse after a map change
- Fix crash when a book has a blank text item
- Fix memory leak from dropped loot
- Fix memory leak when a power's animation property was redefined.
- Fix leaked animation when Power entire power was redefined.
- Fixed crash in Power tooltips when base_damage was not defined.
- Fixed infinite INCLUDE recursion in FileParser.
- Fixed a crash when action bar slots weren't defined.
- Fixed potential crash if a hazard was created before the map loaded.
- Fixed infinite loop caused by trying to move an entity before the map loaded.
- Fixed crash in action bar when less than 12 slots were defined.
- Fixed divide-by-zero crash when using NPC dialog groups.
-
Exploits
- Fixed bug where closing the game with the "Enter Amount" dialog open allowed for item duplication.
- Fixed item duplication when mouse dragging an item while "Do not use mouse" is set.
-
Gameplay
- Fix bonuses to primary stats being incorrectly assigned when arbitrary resource stats are used.
- Fix power.target_neighbor not using the starting_pos as the origin point.
- Fixed behavior of target_neighbor when a Power wasn't using 'starting_pos=source'.
- Fixed Power target validity not respecting the 'movement_type' property.
- Fixed the origin point of post powers in some cases that would have them incorrectly use the caster's position otherwise.
- Fixed the direction of moving powers when the origin and target are the same point.
- Fixed cooldowns not applying to the base power when using replace_by_effect.
- Fixed replace_by_effect changing the active AI power mid-animation.
- Fix regression that caused save_onload=false to have no effect.
- Fix being able to talk to NPC allies after they die.
- Prevent summons with zero base speed from teleporting with their summoner.
- Added validation to player XP table parsing to ensure that XP thresholds are not less than those for previous levels.
- Fix "resist_all" status effect causing unintended resource stat stealing.
- Fix passive post powers activating even when their parent passive power is not active.
- Fixed 'ground' movement type hazards not colliding with pits and small objects.
- Fixed entities not entering death state when negative HP regen reduced their HP to 0.
- Fixed corpses not disappearing into pits when killed with a critical strike.
- Fixed incorrect speed of repeater powers when using a non-60 FPS cap.
- Fixed incorrect activation of passive powers on death.
- Fix unintended stacking in active effects display for effects that don't have the same icon.
- XP gain is now prevented after the initial death frame. This still allows for the player to revive if they die and level up on the same frame.
- Fix bug where new saves were the wrong class and couldn't attack when using a controller.
- Fixed repeater powers having no effect if the first hazard hit a wall.
- Fixed incorrect max summon limits when a power was unlocked/locked.
- Fixed off-screen enemies not realizing they were dead until the player got close enough.
- Non-stacking effects of the same magnitude are now ignored if the duration is shorter than the time remaining on the existing effect.
- Fixed power 'speed_variance' behavior being dependent on max FPS.
- Fixed 'event.loot_count' not working correctly when used in multiple events during the same frame.
-
UI
- Fixed equipment not being visible on the load game menu in cases where an item is shared across multiple equipment sets.
- Display min/max damage and absorb stats on single lines in the Character menu
- Show power base damage type in tooltips if no damage modifier is set
- Fix incorrect power level being shown in the action bar tooltips for upgraded powers.
- Fixed a case where tooltip graphics showed an incorrect right border when the text area was too wide.
- A fallback language is now selected when the desired language is not available in engine/languages.txt.
- Fixed cases where parts of WidgetSlider were being drawn outside the visible area.
- Power tree backgrounds now align to the tab area if they are not the same size as the menu.
- Fix not being able to pick up loot with the mouse if the ...
v1.14
Engine features
- Added 'loot.requires_status' and 'status_loot' properties to loot table definitions.
- Support '/' as shorthand for 'exec' in the dev console. A space is not required after the slash.
- Added 'spawn_level' property to map enemies. This follows the same syntax as the Power property of the same name.
- Add XP scaling tables for scaling enemy reward XP based on enemy level.
- Replace 'immunity' effects with percentage-based resistances.
- Added 'mouse_move_deadzone' property to engine/misc.txt to help alleviate erratic mouse-move behavior when the cursor is near the player.
- Alternative tab UI for when tabs exceed the available space.
- Added keybind for cycling equipment sets in reverse.
- Refactored stats and stat bonuses to use floats for fractional values.
- Support fractional values in the following:
- Combat text: 'speed'
- Engine (combat): 'absorb_percent', 'resist_percent', 'block_percent', 'avoidance_percent', 'miss_damage_percent', 'crit_damage_percent', 'overhit_damage_percent'
- Engine (misc): 'party_exp_percentage'
- Events: 'power_damage', 'chance_exec'
- Death penalty: 'currency', 'xp_total', 'xp_current_level'
- Item: 'dmg', 'abs', 'bonus'
- Map: 'enemygroup.chance'
- Power: 'requires_mp', 'requires_hp', 'requires_hpmp_state', 'attack_speed', 'hp_steal', 'mp_steal', 'missile_angle', 'angle_variance', 'post_effect', 'post_effect_src', 'pre_power', 'modifier_accuracy', 'modifier_damage', 'modifier_critical'
- StatBlock: 'stat', 'stat_per_level', 'stat_per_primary', 'vulnerable', 'chance_pursue', 'chance_flee'
- Added engine/number_format.txt. This file defines the number of digits to print after the decimal point for fractional values under different contexts.
- Add support for multiplicative stat bonuses. For example, an item bonus of 1.5x Max HP, which would be defined as 'bonus=hp,150%'.
- As such, the 'hp_percent' and 'mp_percent' stat bonuses are considered deprecated.
- Players are directed to the Mods configuration menu via a dialog box when no core mod is enabled. (kr4ft3r)
- Core mods are now labeled as such in their tooltips on the Mods configuration menu.
- Added 'resource_round_method' property to engine/combat.txt.
- Support arbitrary "MP-like" resources:
- Configuration file: engine/resource_stats.txt
- Added 'requires_resource_stat' and 'resource_steal' properties to Powers.
- Added 'requires_resource_stat_state' and 'requires_resource_stat_state_mode' properties to Powers.
- Added 'enabled' property to MenuStatBar definitions.
Engine fixes
- Fixed set item tooltips showing incorrect number of equipped items if a set item was on an inactive loadout.
- Fixed dev console commands not working if they were preceded by whitespace.
- Fixed spawning entities not counting towards summoned entity count.
- Fix broken gamepad navigation after closing Powers menu while on a non-default tab.
- Removed hard-coded minimum values for HP/MP steal and damage return.
- Fixed "activate" message incorrectly showing in MenuPowers tooltips.
- Fix some cases where 'min' damage/absorb could be greater than the cooresponding 'max' value.
- Fixed text input issues with deleting text on Android.
Game updates
- Fireball and Ice Bolt scrolls now give the player a 10 second period in which their basic attacks (Swing, Shoot, Channel) are replaced with the scroll power.
- Fixed the naming of scroll damage as it appears in power description tooltips.
- Lowered Lezaith's slow resistance to 50%, down from 100%
- Lowered Lezaith's stun resistance to 90%, down from 100%
Translation updates
- German (de) update (Wuzzy2)
- Scottish Gaelic (gd) update (GunChleoc)
- Indonesian (id) update (Kirim Saja)
- Italian (it) update (Riccardi Unix)
- Japanese (ja) update (Sato Hayato)
- Korean (ko) update (ks k, YooJin919)
- Polish (pl) update (Pawonashi)
- Russian (ru) update (berry)
- Chinese (zh) update (Issac Zhang)
v1.14 Release Candidate 1
Engine features
- Added 'loot.requires_status' and 'status_loot' properties to loot table definitions.
- Support '/' as shorthand for 'exec' in the dev console. A space is not required after the slash.
- Added 'spawn_level' property to map enemies. This follows the same syntax as the Power property of the same name.
- Add XP scaling tables for scaling enemy reward XP based on enemy level.
- Replace 'immunity' effects with percentage-based resistances.
- Added 'mouse_move_deadzone' property to engine/misc.txt to help alleviate erratic mouse-move behavior when the cursor is near the player.
- Alternative tab UI for when tabs exceed the available space.
- Added keybind for cycling equipment sets in reverse.
- Refactored stats and stat bonuses to use floats for fractional values.
- Support fractional values in the following:
- Combat text: 'speed'
- Engine (combat): 'absorb_percent', 'resist_percent', 'block_percent', 'avoidance_percent', 'miss_damage_percent', 'crit_damage_percent', 'overhit_damage_percent'
- Engine (misc): 'party_exp_percentage'
- Events: 'power_damage', 'chance_exec'
- Death penalty: 'currency', 'xp_total', 'xp_current_level'
- Item: 'dmg', 'abs', 'bonus'
- Map: 'enemygroup.chance'
- Power: 'requires_mp', 'requires_hp', 'requires_hpmp_state', 'attack_speed', 'hp_steal', 'mp_steal', 'missile_angle', 'angle_variance', 'post_effect', 'post_effect_src', 'pre_power', 'modifier_accuracy', 'modifier_damage', 'modifier_critical'
- StatBlock: 'stat', 'stat_per_level', 'stat_per_primary', 'vulnerable', 'chance_pursue', 'chance_flee'
- Added engine/number_format.txt. This file defines the number of digits to print after the decimal point for fractional values under different contexts.
- Add support for multiplicative stat bonuses. For example, an item bonus of 1.5x Max HP, which would be defined as 'bonus=hp,150%'.
- As such, the 'hp_percent' and 'mp_percent' stat bonuses are considered deprecated.
- Players are directed to the Mods configuration menu via a dialog box when no core mod is enabled. (kr4ft3r)
- Core mods are now labeled as such in their tooltips on the Mods configuration menu.
Engine fixes
- Fixed set item tooltips showing incorrect number of equipped items if a set item was on an inactive loadout.
- Fixed dev console commands not working if they were preceded by whitespace.
- Fixed spawning entities not counting towards summoned entity count.
- Fix broken gamepad navigation after closing Powers menu while on a non-default tab.
- Removed hard-coded minimum values for HP/MP steal and damage return.
- Fixed "activate" message incorrectly showing in MenuPowers tooltips.
- Fix some cases where 'min' damage/absorb could be greater than the cooresponding 'max' value.
- Fixed text input issues with deleting text on Android.
Game updates
- Fireball and Ice Bolt scrolls now give the player a 10 second period in which their basic attacks (Swing, Shoot, Channel) are replaced with the scroll power.
- Fixed the naming of scroll damage as it appears in power description tooltips.
- Lowered Lezaith's slow resistance to 50%, down from 100%
- Lowered Lezaith's stun resistance to 90%, down from 100%
Translation updates
- German (de) update (Wuzzy2)
- Scottish Gaelic (gd) update (GunChleoc)
- Indonesian (id) update (Kirim Saja)
- Italian (it) update (Riccardi Unix)
- Japanese (ja) update (Sato Hayato)
- Korean (ko) update (ks k, YooJin919)
- Polish (pl) update (Pawonashi)
- Chinese (zh) update (Issac Zhang)
v1.13.04
Engine features
- Added 'bar_gfx' property to menus/enemy.txt for setting the "fill" image
Engine fixes
- Fix crash when trying to read a non-existent file with INCLUDE
- Fix passive powers not being correctly re-applied after death
- Improve performance of WidgetListBox by caching all items instead of just the visible ones
v1.13
Engine features
- Added additional requirement properties (requires_status, requires_item, etc) to enemy and NPC map objects. The properties now match what is available for map events.
- When 'mouse aim' is disabled, the Shift key can now be used with the direction keys to change the player's orientation without moving.
- Added optional 'fog-of-war' feature (r-a-cristian-93)
- Added support for multiple sets/loadouts of equipped items (r-a-cristian-93)
- Added random_status attribute to Events for setting/unsetting a random status from a list.
- Reworked gamepad handling using the SDL_GameController API.
- Several new key bindings, many of which will benefit gamepad users.
- Added an "action picker" for interacting with items/powers when using a gamepad or a touchscreen.
- Added misc.selection_rect_corner_size to engine/widget_settings.txt. This allows for a nicer "targeting reticle" appearance when selecting widgets without a mouse.
- Added 'background' property for all menus. Menus will fall back to the existing hard-coded filenames if this property is omitted.
- Added 'close', 'label_title', and 'action_list' properties to MenuConfirm configuration.
- Added 'render_layers' section to StatBlock definitions. It has the same syntax and functionality as engine/hero_layers.txt, so that file is now considered deprecated.
- Added 'animation_slots' section to StatBlock definitions. This allows for multiple animation layers on non-player entities that don't have an inventory like the player.
- Added a 'direction' property to map NPCs, indentical to the property of the same name for map enemies.
- Added 'vendor_ratio_buy', 'vendor_ratio_sell', and 'vendor_ratio_sell_old' properties to engine/loot.txt. These deprecate 'vendor_ratio' and 'vendor_ratio_buyback'.
- Added 'vendor_ratio_buy', 'vendor_ratio_sell', and 'vendor_ratio_sell_old' properties to NPCs. These can be used to override the global settings in engine/loot.txt.
- Added 'tooltip_visible_max' to engine/tootlips.txt to control the maximum number of visible floating tooltips.
Engine fixes
- Fix enemies not being able to target NPC followers
- Fix loot and sound effects being cleared in StatBlock files with multiple sections
- Fix potential crash when removing summons that would be out-of-bounds on the next map.
- Fix bug where a damage type with no name could be removed if another damage type was defined after it.
- Don't show hidden stats under 'Related Stats' section of tooltips of Character menu.
- Fix bug where negative regen wouldn't work if the resource was 100% full.
- Fix bug where negative regen would overflow after reaching zero.
- Fix bug that caused built-in effect types to be ignored by Power post_effect.
- Fix disappearing sprites due to render priority overflow.
- Fading of corpses is now correctly disabled when corpse_timeout=0 is used in engine/misc.txt.
- Fix cast animation not playing when using an inventory item that is not instant.
- Fixed a bug on Android where loading the default settings would exit fullscreen mode.
- Fixed crash in NPC dialog when using gamepad.
- Fixed several small bugs with navigating UI elements with a gamepad.
- Fixed incorrect handling of gamepad stick/trigger deadzone.
- Fixed fullscreen setting being turned off when loading configuration defaults on Android.
- Fixed input hint for item tooltips when using a touchscreen.
- Improved file access handling on Android versions 10 and up. This fixes the infinite cutscene loop when starting a new game.
- Fixed memory leak when loading NPCs.
- Entity animations will now fall back to the 'die' animation when 'critdie' isn't defined.
- Improved text rendering by blending text with a copy of itself.
- Fix infinite loop that could occur when setting unlocked powers.
- Elemental resistances can now be used with 'stat', 'stat_per_level', and 'stat_per_primary' in StatBlock definitions.
Game updates
- New formula for the 'Shield' power. Instead of Mental Damage, it is now based off a combination of player level, Mental stat, and Defense stat. This should increase its usefulness on mixed builds.
- Added 'Super' and 'Ultra' variants of Health and Mana potions. They can be obtained through the Alchemy system.
- New icons for Health and Mana potions variants.
- Fixed Alchemist's Skirt so that it works with all potions.
- Prevent the player from damaging Mez before being trapped.
- Made Lezaith immune to slow/stun effects.
- Goblin Thief can now steal all available kinds of potions. Its drop table has also been expanded to make it easier to replenish lost potions.
- Improved contrast for "highlight" state of red square buttons ("close" and "plus").
- The minimap is now gradually revealed as the player explores.
- Added icon artwork to the equipment slots on the Inventory menu.
Translation updates
- Basque (eu) update (aitzkora)
- Scottish Gaelic (gd) update (GunChleoc)
- Norwegian Bokmal (nb) update (Elias Nykrem)
- Polish (pl) update (Pawonashi)
- Russian (ru) update (Igor Polyakov)
v1.13 Release Candidate 2
(Note: This is list only includes changes since 1.13rc1.)
Engine features
- Added 'background' property for all menus. Menus will fall back to the existing hard-coded filenames if this property is omitted.
- Added 'close', 'label_title', and 'action_list' properties to MenuConfirm configuration.
- Added 'render_layers' section to StatBlock definitions. It has the same syntax and functionality as engine/hero_layers.txt, so that file is now considered deprecated.
- Added 'animation_slots' section to StatBlock definitions. This allows for multiple animation layers on non-player entities that don't have an inventory like the player.
- Added a 'direction' property to map NPCs, indentical to the property of the same name for map enemies.
- Added 'vendor_ratio_buy', 'vendor_ratio_sell', and 'vendor_ratio_sell_old' properties to engine/loot.txt. These deprecate 'vendor_ratio' and 'vendor_ratio_buyback'.
- Added 'vendor_ratio_buy', 'vendor_ratio_sell', and 'vendor_ratio_sell_old' properties to NPCs. These can be used to override the global settings in engine/loot.txt.
Engine fixes
- Fixed memory leak when loading NPCs.
- Entity animations will now fall back to the 'die' animation when 'critdie' isn't defined.
- Fixed several bugs with the "equipment set" feature.
- Fixed several bugs with the "fog-of-war" feature.
Game updates
- The minimap is now gradually revealed as the player explores.
- A secondary equipment loadout has been added to the inventory.
- Uniform size and background image for small dialog windows (e.g. game over menu, number picker, etc).
Translation updates
- Basque (eu) update (aitzkora)
- Norwegian Bokmal (nb) update (Elias Nykrem)
Other
- A 64-bit build is now shipped as the default on Windows. The 32-bit build is still included, but is optional.
v1.13 Release Candidate 1
Engine features
- Added additional requirement properties (requires_status, requires_item, etc) to enemy and NPC map objects. The properties now match what is available for map events.
- When 'mouse aim' is disabled, the Shift key can now be used with the direction keys to change the player's orientation without moving.
- Added optional 'fog-of-war' feature (r-a-cristian-93)
- Added support for multiple sets/loadouts of equipped items (r-a-cristian-93)
- Added random_status attribute to Events for setting/unsetting a random status from a list.
- Reworked gamepad handling using the SDL_GameController API.
- Several new key bindings, many of which will benefit gamepad users.
- Added an "action picker" for interacting with items/powers when using a gamepad or a touchscreen.
- Added misc.selection_rect_corner_size to engine/widget_settings.txt. This allows for a nicer "targeting reticle" appearance when selecting widgets without a mouse.
Engine fixes
- Fix enemies not being able to target NPC followers
- Fix loot and sound effects being cleared in StatBlock files with multiple sections
- Fix potential crash when removing summons that would be out-of-bounds on the next map.
- Fix bug where a damage type with no name could be removed if another damage type was defined after it.
- Don't show hidden stats under 'Related Stats' section of tooltips of Character menu.
- Fix bug where negative regen wouldn't work if the resource was 100% full.
- Fix bug where negative regen would overflow after reaching zero.
- Fix bug that caused built-in effect types to be ignored by Power post_effect.
- Fix disappearing sprites due to render priority overflow.
- Fading of corpses is now correctly disabled when corpse_timeout=0 is used in engine/misc.txt.
- Fix cast animation not playing when using an inventory item that is not instant.
- Fixed a bug on Android where loading the default settings would exit fullscreen mode.
- Fixed crash in NPC dialog when using gamepad.
- Fixed several small bugs with navigating UI elements with a gamepad.
- Fixed incorrect handling of gamepad stick/trigger deadzone.
- Fixed fullscreen setting being turned off when loading configuration defaults on Android.
- Fixed input hint for item tooltips when using a touchscreen.
- Improved file access handling on Android versions 10 and up. This fixes the infinite cutscene loop when starting a new game.
Game updates
- New formula for the 'Shield' power. Instead of Mental Damage, it is now based off a combination of player level, Mental stat, and Defense stat. This should increase its usefulness on mixed builds.
- Added 'Super' and 'Ultra' variants of Health and Mana potions. They can be obtained through the Alchemy system.
- New icons for Health and Mana potions variants.
- Fixed Alchemist's Skirt so that it works with all potions.
- Prevent the player from damaging Mez before being trapped.
- Made Lezaith immune to slow/stun effects.
- Goblin Thief can now steal all available kinds of potions. Its drop table has also been expanded to make it easier to replenish lost potions.
- Improved contrast for "highlight" state of red square buttons ("close" and "plus").
Translation updates
- Scottish Gaelic (gd) update (GunChleoc)
- Polish (pl) update (Pawonashi)
v1.12
Engine features
- NPC interactions are now canceled when the player is attacked. 'combat_aborts_npc_interact' has been added to engine/misc.txt to control this setting.
- Added 'bar_fill_offset' and 'bar_fill_size' to MenuStatBar and MenuEnemy properties.
- Added support for fading out combat text. See the 'fade_duration' property in engine/combat.txt.
- Added 'save_oncutscene' property to engine/misc.txt. Saving before a cutscene was previously controlled with 'save_onload', which caused issues with cutscenes when set to false.
- Added 'save_anywhere' property to engine/misc.txt. This allows for saving via the pause menu. (m7600)
- Added display of enemies, allies, NPCs, and intermap teleport events to the minimap.
- Added support for defining the colors of tiles and entities on the minimap.
- Added 'show_on_minimap' event component. Currently, this only applies to intermap teleport events.
- Added 'show_on_minimap' property to NPCs.
- Properties that take an alignment can now be aligned to the menu frame.
- Support multiple images in animation definitions. (bloodhero)
- Expanded slot widget configuration in engine/widget_settings.txt. Quantity text color can be changed, as well as label settings for displaying hotkeys.
- Re-implemented displaying hotkeys on action bar slots.
- Support for 'item:quantity' syntax for Event properties: 'requires_item', 'requires_not_item', 'remove_item', and 'reward_item'.
- Added 'show_randomize' property to new game menu configuration.
- Added 'disable_equip_slots' property for passive powers.
- 'Block' powers can now use post_power to trigger a power when taking damage.
- Power descriptions are now displayed in action bar tooltips. This can be controlled with the 'tooltip_length' property in menus/actionbar.txt.
- A dialog box is now displayed instead of a log message when the player dies, giving the options to exit or respawn (if applicable).
- Added movement input type dialog box. It is displayed for new players to easily select between keyboard, mouse, and joystick movement.
- Added '--safe-video' command line option. For troubleshooting purposes, this feature is displayed as an option when starting after a potential crash.
- The 'categories' property has been extended to the player character. The Power property 'target_categories' can now be used for the player as a result.
- The ability to stash quest items can now be controlled with the 'no_stash' property.
- Added a button for opening the pause/configuration menu as part of the minimap.
- Added 'script' property to items. This removes the need to create a power in order to execute a script via activating an item.
- Player 'melee_range' is now configurable in engine/stats.txt.
- Added comparison tooltips for items. These can be disabled in the Interface settings. (r-a-cristian-93, Justin Jacobs)
- Added 'parallax_layers' property to Events. This functions exactly like the Map property of the same name.
- Added 'visible', 'visible_check_locked', and 'visible_check_status' to powers and upgrades in power trees.
- Added 'requires_status' and 'requires_not_status' to powers and upgrades in power trees. 'visible_requires_status' and 'visible_requires_not_status' have been marked as deprecated.
- Added 'on_interact' as a possible value for Event types. Essentially the same as 'on_trigger', except the event can ONLY be activated through the hotspot.
- Support an arbitrary number of Stash tabs. Each tab has a display name and an 'is_private' flag.
- Added 'save_onstash' property to engine/misc.txt, so it is now possible to disable the automatic save when modifying stash contents.
- The player's last used Stash tab is now remembered across sessions.
- Added the ability for NPCs to join the player's party. (Igor Paliychuk)
- Added support for the 'delay' property used by Events contained in script files.
- Added 'Frame Limit' option to Video settings.
- Added 'Maximum Render Size' option to Video settings.
- Improved visual indication of which item set bonuses are active.
- Support enabling touch screen controls on non-Android systems.
- Added 'Touch Gamepad Scale' option to Input settings.
- Support fullscreen mode in the Emscripten port.
- Added scrollbar.bg_color to engine/widget_settings.txt.
- Updates to package_osx.sh, including usage of Homebrew for dependencies (ludoza)
Engine fixes
- Fix memory leak of tab control in stash menu (MiroslavR)
- Fixed stat bars not having any fill when the value they were representing was non-zero. Now they will always show at least 1 pixel of the bar's fill graphics.
- Fixed a bug where the game window could be resized below the minimum size after exiting fullscreen mode.
- Removed the default resolution scaling when virtual_heights is undefined.
- Improved performance when checking map event hotspots.
- Fix Windows-style paths with backslashes not working on non-Windows systems.
- Prevent allies counting as attack targets when using mouse movement.
- Fix needing to press the 'Cancel' key twice to exit the vendor menu.
- Fix unintended key presses being registered when quitting the game via an OS keyboard shortcut.
- Fix divide-by-zero crash when using the dev HUD with a game that uses orthogonal rendering.
- Fixed a memory leak in Loot copy constructor.
- Fixed 'resist_percent' property of engine/combat.txt not working when targets had 100% resistance.
- Support attack_speed effects with a magnitude less than 100%.
- Fixed bug where dead entities could steal HP/MP.
- Fix broken parsing of engine/default_keybindings.txt.
- Fix Effect animations not being synced properly in some cases.
- Removed hard-coded restrictions on using items from the inventory. Now any item that has a power and is not equipment can be used.
- Fix crash when fonts are missing. The engine will try to fall back to the next available font for the current language.
- Background color when using sdl_hardware renderer no longer fills entire window, instead only filling the drawing surface as it should.
- Fix crash when loading a cutscene from a book event.
- Fix infinite transformation loop when dying in a transformed state that was activated by a passive power.
- Fix bug where the player wasn't returned to their normal state after dying in a transformed state.
- Prevent combat text from overlapping.
- Improved performance when handling many status effects.
- Improved performance when an entity is repeatedly unable to find a path to thier target.
- Fix bug where killing an enemy with return damage would not set defeat status or reward XP/loot.
- Fix check of item requirements when a power requires an item but doesn't consume it.
- Fix 'respec' events to no longer remove item-based powers from the action bar.
- Fix log message when gaining more than one level at once.
- Fixed excessive memory usage when using Items, ItemSets, and Powers with high-value IDs.
- Fix bug where power upgrades that didn't require power points would not automatically upgrade if other requirements were met.
- Fix infinite loop bug when a power's list of upgrades contains the base power ID.
- Fix infinite loop bug when locking power upgrades.
- The executable directory is now used when trying to find PATH_DATA on Linux. (r-a-cristian-93)
- Fix 'corpse_timeout' in engine/misc.txt being parsed incorrectly (r-a-cristian-93)
- Reworked camera speed curve to prevent graphical "wiggle" during slow movement.
- Fix missing effect description text in power tooltips when using built-in types.
- Fix static events not executing on the same frame as on_load events.
- Fix parsing bug in power trees that would save base power properties to an upgrade power.
- Fix on_load events with requires_class not working in maps/spawn.txt
- Fix timing of Effects so that the first "tick" happens immediately.
- Fix "Press button to use" prompt no showing up for some items.
- Fix loud loot drop sound effect when there are a large number of drops at once.
- Fix incorrect HP/MP regen for high regen values and high frame limits.
- Fix camera, parallax layer, and cutscene speeds when using alternative frame limits.
- Fix not restoring fullscreen option when pressing Cancel or Defaults in config menu.
- Smoother scrolling in WidgetScrollBox.
- Fix click-and-drag behavior on WidgetTabControl, WidgetSlider, and WidgetScrollBar.
- Fix dialog topics being auto-selected when they shouldn't for non-vendor NPCs.
Game updates
- New graphics for HP and MP status bars
- Reworked art for the Cleave power
- Cleave power radius reduced to closer match its artwork
- Reduced the strength and radius of Rakk's freeze attack
- Fixed the Goblin Thief being able to steal potions from a Summoned Zombie
- Reduced the hitbox for spike traps
- Greatly reduced the damage for spike traps. In exchange, the traps now inflict bleeding.
- New alchemy ingredient: Mushrooms
- Added 4 new potion recipes
- Overall reduced drop rates for alchemy items
- Added Alchemy quest
- Added animations for immunity and ice-based slow status effects
- Redesigned the Family Crypt map and quest
- Redesigned the Nazia Mines maps and quest
- Redesigned the Torture Chambers map and quest (again)
- Mortar & Pestle can now be placed on the action bar
- All quest items can be stored in the player's private stash.
Translation updates
- Belarusian (be) update (Źmicier Turok)
- Catalan (ca) update (Maria Cano)
- German (de) update (Wuzzy2)
- Spanish (es) update (Agustin Ferrario)
- Basque (eu) by aitzkora
- French (fr) update (leø, Christophe Nemo, Bafy)
- Scottish Gaelic (gd) update (GunChleoc)
- Hungarian (hu) update (litoll)
- Indonesian (id) by Kirim Saja
- Korean (ko) by Kor_OfenTHource (team members: bnk159hair, kangdonghun1230, HunSeongPark and paparad0x)
- Norwegian (nb) update (Elias Nykrem)
- Polish (pl) update (Błażej Pęksyk, Grzegorz Szymaszek)
- Portuguese (pt) update (Rui)...
v1.12 Release Candidate 2
Engine fixes
- Fixed enemies not entering their 'dead' state with requires_hp/sacrifice powers (like the Antlion Burster)
- Prevent dialog topics being auto-selected for non-vendor NPCs when they shouldn't be
- Fixed the close button in the NPC dialog window not working properly in some cases
- Fixed a regression where enemy movement would remove map collision tiles
- Fixed a bug where NPCs would try to attack the player if they contained AI powers and weren't in the player's party.
Translation updates
- Indonesian (id) by Kirim Saja
- Portuguese (Brazilian) (pt_BR) update (Vicente Monteiro)
- Russian (ru) update (Igor Polyakov)
- Ukranian (uk) update (Sergiy Borodych)
v1.12 Release Candidate 1
Engine features
- NPC interactions are now canceled when the player is attacked. 'combat_aborts_npc_interact' has been added to engine/misc.txt to control this setting.
- Added 'bar_fill_offset' and 'bar_fill_size' to MenuStatBar and MenuEnemy properties.
- Added support for fading out combat text. See the 'fade_duration' property in engine/combat.txt.
- Added 'save_oncutscene' property to engine/misc.txt. Saving before a cutscene was previously controlled with 'save_onload', which caused issues with cutscenes when set to false.
- Added 'save_anywhere' property to engine/misc.txt. This allows for saving via the pause menu. (m7600)
- Added display of enemies, allies, NPCs, and intermap teleport events to the minimap.
- Added support for defining the colors of tiles and entities on the minimap.
- Added 'show_on_minimap' event component. Currently, this only applies to intermap teleport events.
- Added 'show_on_minimap' property to NPCs.
- Properties that take an alignment can now be aligned to the menu frame.
- Support multiple images in animation definitions. (bloodhero)
- Expanded slot widget configuration in engine/widget_settings.txt. Quantity text color can be changed, as well as label settings for displaying hotkeys.
- Re-implemented displaying hotkeys on action bar slots.
- Support for 'item:quantity' syntax for Event properties: 'requires_item', 'requires_not_item', 'remove_item', and 'reward_item'.
- Added 'show_randomize' property to new game menu configuration.
- Added 'disable_equip_slots' property for passive powers.
- 'Block' powers can now use post_power to trigger a power when taking damage.
- Power descriptions are now displayed in action bar tooltips. This can be controlled with the 'tooltip_length' property in menus/actionbar.txt.
- A dialog box is now displayed instead of a log message when the player dies, giving the options to exit or respawn (if applicable).
- Added movement input type dialog box. It is displayed for new players to easily select between keyboard, mouse, and joystick movement.
- Added '--safe-video' command line option. For troubleshooting purposes, this feature is displayed as an option when starting after a potential crash.
- The 'categories' property has been extended to the player character. The Power property 'target_categories' can now be used for the player as a result.
- The ability to stash quest items can now be controlled with the 'no_stash' property.
- Added a button for opening the pause/configuration menu as part of the minimap.
- Added 'script' property to items. This removes the need to create a power in order to execute a script via activating an item.
- Player 'melee_range' is now configurable in engine/stats.txt.
- Added comparison tooltips for items. These can be disabled in the Interface settings. (r-a-cristian-93, Justin Jacobs)
- Added 'parallax_layers' property to Events. This functions exactly like the Map property of the same name.
- Added 'visible', 'visible_check_locked', and 'visible_check_status' to powers and upgrades in power trees.
- Added 'requires_status' and 'requires_not_status' to powers and upgrades in power trees. 'visible_requires_status' and 'visible_requires_not_status' have been marked as deprecated.
- Added 'on_interact' as a possible value for Event types. Essentially the same as 'on_trigger', except the event can ONLY be activated through the hotspot.
- Support an arbitrary number of Stash tabs. Each tab has a display name and an 'is_private' flag.
- Added 'save_onstash' property to engine/misc.txt, so it is now possible to disable the automatic save when modifying stash contents.
- The player's last used Stash tab is now remembered across sessions.
- Added the ability for NPCs to join the player's party. (Igor Paliychuk)
- Added support for the 'delay' property used by Events contained in script files.
- Added 'Frame Limit' option to Video settings.
- Added 'Maximum Render Size' option to Video settings.
- Improved visual indication of which item set bonuses are active.
- Support enabling touch screen controls on non-Android systems.
- Added 'Touch Gamepad Scale' option to Input settings.
- Support fullscreen mode in the Emscripten port.
- Added scrollbar.bg_color to engine/widget_settings.txt.
- Updates to package_osx.sh, including usage of Homebrew for dependencies (ludoza)
Engine fixes
- Fix memory leak of tab control in stash menu (MiroslavR)
- Fixed stat bars not having any fill when the value they were representing was non-zero. Now they will always show at least 1 pixel of the bar's fill graphics.
- Fixed a bug where the game window could be resized below the minimum size after exiting fullscreen mode.
- Removed the default resolution scaling when virtual_heights is undefined.
- Improved performance when checking map event hotspots.
- Fix Windows-style paths with backslashes not working on non-Windows systems.
- Prevent allies counting as attack targets when using mouse movement.
- Fix needing to press the 'Cancel' key twice to exit the vendor menu.
- Fix unintended key presses being registered when quitting the game via an OS keyboard shortcut.
- Fix divide-by-zero crash when using the dev HUD with a game that uses orthogonal rendering.
- Fixed a memory leak in Loot copy constructor.
- Fixed 'resist_percent' property of engine/combat.txt not working when targets had 100% resistance.
- Support attack_speed effects with a magnitude less than 100%.
- Fixed bug where dead entities could steal HP/MP.
- Fix broken parsing of engine/default_keybindings.txt.
- Fix Effect animations not being synced properly in some cases.
- Removed hard-coded restrictions on using items from the inventory. Now any item that has a power and is not equipment can be used.
- Fix crash when fonts are missing. The engine will try to fall back to the next available font for the current language.
- Background color when using sdl_hardware renderer no longer fills entire window, instead only filling the drawing surface as it should.
- Fix crash when loading a cutscene from a book event.
- Fix infinite transformation loop when dying in a transformed state that was activated by a passive power.
- Fix bug where the player wasn't returned to their normal state after dying in a transformed state.
- Prevent combat text from overlapping.
- Improved performance when handling many status effects.
- Improved performance when an entity is repeatedly unable to find a path to thier target.
- Fix bug where killing an enemy with return damage would not set defeat status or reward XP/loot.
- Fix check of item requirements when a power requires an item but doesn't consume it.
- Fix 'respec' events to no longer remove item-based powers from the action bar.
- Fix log message when gaining more than one level at once.
- Fixed excessive memory usage when using Items, ItemSets, and Powers with high-value IDs.
- Fix bug where power upgrades that didn't require power points would not automatically upgrade if other requirements were met.
- Fix infinite loop bug when a power's list of upgrades contains the base power ID.
- Fix infinite loop bug when locking power upgrades.
- The executable directory is now used when trying to find PATH_DATA on Linux. (r-a-cristian-93)
- Fix 'corpse_timeout' in engine/misc.txt being parsed incorrectly (r-a-cristian-93)
- Reworked camera speed curve to prevent graphical "wiggle" during slow movement.
- Fix missing effect description text in power tooltips when using built-in types.
- Fix static events not executing on the same frame as on_load events.
- Fix parsing bug in power trees that would save base power properties to an upgrade power.
- Fix on_load events with requires_class not working in maps/spawn.txt
- Fix timing of Effects so that the first "tick" happens immediately.
- Fix "Press button to use" prompt no showing up for some items.
- Fix loud loot drop sound effect when there are a large number of drops at once.
- Fix incorrect HP/MP regen for high regen values and high frame limits.
- Fix camera, parallax layer, and cutscene speeds when using alternative frame limits.
- Fix not restoring fullscreen option when pressing Cancel or Defaults in config menu.
- Smoother scrolling in WidgetScrollBox.
- Fix click-and-drag behavior on WidgetTabControl, WidgetSlider, and WidgetScrollBar.
Game updates
- New graphics for HP and MP status bars
- Reworked art for the Cleave power
- Cleave power radius reduced to closer match its artwork
- Reduced the strength and radius of Rakk's freeze attack
- Fixed the Goblin Thief being able to steal potions from a Summoned Zombie
- Reduced the hitbox for spike traps
- Greatly reduced the damage for spike traps in the Underworld. In exchange, the traps now inflict bleeding.
- New alchemy ingredient: Mushrooms
- Added 4 new potion recipes
- Overall reduced drop rates for alchemy items
- Added animations for immunity and ice-based slow status effects
- Redesigned the Family Crypt map and quest
- Redesigned the Nazia Mines maps and quest
- Redesigned the Torture Chambers map and quest (again)
- Mortar & Pestle can now be placed on the action bar
- All quest items can be stored in the player's private stash.
Translation updates
- Belarusian (be) update (Zmicer Turok)
- Catalan (ca) update (Maria Cano)
- German (de) update (Wuzzy2)
- Spanish (es) update (Agustin Ferrario)
- Basque (eu) by aitzkora
- French (fr) update (leø, Christophe Nemo)
- Scottish Gaelic (gd) update (GunChleoc)
- Hungarian (hu) update (litoll)
- Korean (ko) by Kor_OfenTHource (team members: bnk159hair, kangdonghun1230, HunSeongPark and paparad0x)
- Norwegian (nb) update (Elias Nykrem)
- Polish (pl) update (Błażej Pęksyk, Grzegorz Szymaszek)
- Portuguese (pt) update (Rui)
- Russian (ru) update (Igor Polyakov)
- Slovak (sk) update (MiroslavR)
- Ukranian (uk) update (Sergiy Borodych)
- Vietname...