buffalo bill
Arcane
- Joined
- Dec 8, 2016
- Messages
- 1,054
REGULAR UPDATEby Caves of Qud
POSTED
Fri, April 3
Tomb of the Eaters Feature Friday - April 3rd, 2020 (beta branch)
200.21
Tomb-related notes
- We added some polish to the [redacted] sequence that starts in Resheph's burial chamber.
- Added some sound and visual effects.
- Smoothed out some issues with engraving tomb murals.
- Added ASCII versions of the tomb murals and other objects in the burial chamber.
- Refreshed Herododicus's dialog.
- Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
- [very redacted]
General notes
- We made some changes to liquid and liquid pool behavior.
- Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
- Liquid coating now bestows additional weight onto items.
- Some liquids now weigh more than others.
- Creatures moving through big pools of liquid now track the liquid around.
- Footwear now protects you from being affected by small pools of liquid.
- Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing.
- Pools smaller than the swimming threshold (1,000 drams) now use a different tile set.
- Small puddles now evaporate over time.
- Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
- Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
- More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
- Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
- Autowalking on the worldmap now avoids the Rainbow Wood.
- Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
- We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
- Metal items now take quarter damage from acid.
- Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
- Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
- Steam now only damages organic objects.
- You can now retrieve items from owned containers that you put in them without triggering hostility.
- The take-all command now skips the weight limit warning if you're already over your weight limit.
- Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
- Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
- When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
- Colored text now displays more reliably across multiple lines in the text UI sidebar.
- Added a black outline to the overlay XP and HP readout numbers.
- Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
- [modding] We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
- [modding] Added a "beguile" wish that forces the target into your party.
[*][modding] Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
- [modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.