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Releases: flareteam/flare-game

v1.15

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@dorkster dorkster released this 08 May 18:08

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 ...
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v1.14

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@dorkster dorkster released this 10 Dec 19:28

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

Pre-release

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@dorkster dorkster released this 17 Nov 21:42

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

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@dorkster dorkster released this 09 Feb 17:47

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

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@dorkster dorkster released this 31 Jan 21:45

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

Pre-release

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@dorkster dorkster released this 21 Jan 20:39

(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

Pre-release

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@dorkster dorkster released this 09 Jan 23:10

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

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@dorkster dorkster released this 02 Aug 16:02

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)...
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v1.12 Release Candidate 2

Pre-release

Choose a tag to compare

@dorkster dorkster released this 10 Jul 23:50

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

Pre-release

Choose a tag to compare

@dorkster dorkster released this 03 Jul 19:19

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...
Read more