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.
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 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 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)
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.