Flare Game Versions Save

Fantasy action RPG using the FLARE engine

v1.14

1 year ago

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)

v1.14rc1

1 year ago

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

2 years ago

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

2 years ago

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)

v1.13rc2

2 years ago

(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.

v1.13rc1

2 years ago

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

2 years ago

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)
  • Portuguese (Brazilian) (pt_BR) update (Vicente Monteiro)
  • Russian (ru) update (Igor Polyakov)
  • Slovak (sk) update (MiroslavR)
  • Ukranian (uk) update (Sergiy Borodych)
  • Vietnamese (vi) update (Nguyễn Gia Phong)
  • Chinese (zh) update (dumaosen, sakura09123)
  • Chinese (Taiwan) (zh_TW) by RedBug312

v1.12rc2

2 years ago

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)

v1.12rc1

2 years ago

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)
  • Vietnamese (vi) update (Nguyễn Gia Phong)
  • Chinese (zh) update (dumaosen, sakura09123)
  • Chinese (Taiwan) (zh_TW) by RedBug312

v1.11

4 years ago

Changelog

Engine features

  • Players now have their own private stash in addition to the shared stash.
  • Expanded the 'no_stash' Item variable to account for having multiple stashes.

Engine fixes

  • Fix bug where items could be dragged from the vendor window and dropped in the opposite vendor tab.
  • Fix bug that caused item max_quantity to be reset when attempting to append an item definition.
  • Fix bug where Powers with 'replace_by_effect' would still use properties from the parent power, such as animation state.

Game updates

  • Items that couldn't be stashed in the last update can now be put in the private stash.
  • Salted Field: moved chest to the south end of the map to prevent easy farming.

Translation updates

  • Belarusian (be) update (Zmicer Turok)
  • German (de) update (Wuzzy2)
  • Hungarian (hu) by bzt
  • Ukranian (uk) update (Igor Paliychuk)