Version 1.5.944: More little fixes


Various convenience items are on the list today, like reporting Monster Den quests anywhere and losing less morale when you run out of food. Not the most exciting patch, but it is a big one for modders!


This patch also includes changes from v1.5.93, which I forgot to upload to itch earlier! Here is a list of changes from that patch.

CHANGES

  • When using a controller, holding the Map button for >0.5s now lets you interact directly with the map
  • Completed "Clear Monster Den" quests can now be reported to any guild
  • When you run out of food, the morale penalty is lessened based on how much food you had left
  • Adaptability XP cost reduced 750 -> 350
  • Fixed certain actions without animations being delayed if in critical HP
  • Fixed being able to interact with the main menu while Save/Load/Options/Mods windows are open
  • Fixed incorrect line of dialog when asking Reeve about Buralk as a Buralk
  • Added extra achievement tracking (now also stored per-save) just in case
  • Increased speed of pathfinding algorithm (thanks rcfox!)
  • Fixed AI plan for enemies that get killed and disappear during movement being reused by summoned enemies of the same type

MODDING

  • FXOnTileColor, FXOnHitColor, etc. now also accept RGB values (ex: 255,255,255)
  • Added "fReq_queueAnotherAction" to Action for conditional queued Actions
  • Non-humanoids can now react to 'dodged' and 'blocked' elements
  • Fixed ActorType previewSprite being offset incorrectly in character select for party members
  • Fixed edge case crash when replacing an existing GlobalFormula using certain naming conventions
  • Fixed certain creatures softlocking when using class abilities that use the 'charge' animation
  • Fixed minimap crash on zones wider than 500 tiles
  • Fixed error when shield skill is modified before actor inventory is loaded
  • Fixed actions that use HP/MP being incorrectly calculated if Max HP/MP are raised by temporary effects
  • Fixed 'escOption' DialogOptions ignoring specialEffects if called by pressing Escape
  • Added "min" and "max" formula prefixes
  • Added "round" formula prefix
  • Fixed SpawnData never spawning the last entry in the availableArmors list
  • Fixed "partyItem" formula counting items in the party's inventory twice
  • Viral now cannot spread through Actors with a Reaction to viral with damageMultiplier=0;
  • Added Faction spawnInZone property (defaults to eral)
  • 'addTrigger' TriggerEffect now assigns the new trigger's numID properly
  • Added 'removeTrigger' TriggerEffect
  • Added 'setGlobalVar_toActorID' triggerEffect that sets a variable to the triggering actor's ID
  • Added 'transferReverse' actorValue that is like 'transfer' but from target -> caster
  • Added formula 'swapCasterID' and 'swapTargetID' prefixes
  • Added formula 'actorsOfType' that counts actors in the zone (ex: actorsOfType:spide)
  • Added Lua command "setGlobalString()" to set GlobalVars that are strings
  • 'mod' formula now ignores colons, periods, and operators in mod names
  • 'mod' formula now returns 0 for mods that are enabled but their data has been deleted
  • specialEffects in dialog now accept special @ substitutions, such as "@GmyVar" for a GlobalVar or "@APlayer" for the player's Actor ID. The full list is below.

Full list of specialEffect substitutions:

@X,@Y = coords (@X8.5,@Y6)
@T = travel point (@TA2)
@G = globalVar (@GmyVar)
@S = treat as string (@S47)
@APlayer = ID of player
@ACurrent = ID of current turn
@ATalker = ID of dialog speaker
@XYA gets coords of actor as above. (@XYAPlayer)
@ alone is the delay of the effect. (@5)
@F is the Formula requirement for the effect. (@Fg:myVar)

An example usage would be:

specialEffect=setGlobalVar,myVar,pop;
specialEffect=fx,@GtheVariable,@APlayer,@1;

This example stores the name of an FX in a variable, and then plays it on the player.

You can take advantage of these capabilities in normal Triggers by using the "executeDialogEffect" TriggerEffect.

Files

HorizonsGate_v15944i.zip 1 GB
Aug 22, 2023

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