- Update 1.0.3
- This update likely broke many mod
- Due to the nature of the update (basically changing half the codebase), it make many mod completely broken.
- Make sure to disable them to avoid issues until they are properly updated.
- Major Changes
- Huge rewrite of the whole stats system to move onto double precision float instead of single precision float
- The reason behind it was to fix Blood Transmutation
- This mean 10^38 is no longer "infinity" (now it is 10^308), there is some place where 10^38 will still be infinity
- And no this wont change the requirement to reach infinity in survivors mode
- QoL
- Added a Max and Min button to challenges level
- Added an "Optimise Weapon Modifier" button to weapon tab, that will realocate modifier in what the game think is an optimal way
- In the stat menu, equipment name can be hover to see the equiped item
- Improved gamepad navigation in challenge menu
- Imporved Challenge menu visual to make selected rank and hardmode selection more obvious
- Added Max and Min button in challenge menu
- Added tutorial about challenge and corruption slider
- Damage number now support MUCH higher numbers
- Changed Equipment modifier with "Multiplier" effect display in forge to be the same as tooltip (and be more precise)
- Atats over on a card selection now highlight which part are changed by the card
- Auto-recycled equipment are now also recycled on the reward creation (so it no longer appear in the rewards list)
- Modifier list on weapon and at the bottom of weapon tab are now scrollable
- Increase Emissive of stage icon during stage selection
- ## Changes
- Accelerator multiplier is now more important at lower speed, and less important at higher speed
- This is a nerf to accelerator allowing infinite damage with thermodynamic (and also causing a few other bugs)
- New formula also buff accelerator when speed is bellow 100
- new formule is `NewIncrease = BaseIncrease / Max(.1,sqrt(CurrentSpeed/100))`
- Reduced Hive mind kill requirement in bestiary
- Unstable Core now also slightly increase Delay between dash
- Increased by 5% multiplicative per stack
- Bonus Equipment Quality from loop now scale with number of zone per loop
- F-rank loop only increase Item quality by 0.5
- E-rank loop by 1
- D-rank loop by 1.5
- C-rank loop by 2
- B-rank loop by 2.5
- A-rank loop by 3
- Additionally, the increase in quality per loop is multiplied by log16 of Challenge bonus SoulCoin (x1 if soulcoin mult is at 16 or less)
- Reduced scaling of "Multiplier Per Level" equipment from equipment tier
- Formula changed:
- from BaseMultiplier^0.875 + (0.05\*(ItemLevel-1)) +0.125\*ItemTier
- to BaseMultiplier^0.9 + (0.05\*(ItemLevel-1)) +0.1\*ItemTier
- Unlocking Equipment system will give one equipment from each completed challenge that have unique equipment.
- Tier is equal to world rank of the challenge, and level is random from 1 to 10
- Reduction to Xp Gain per level secondary modifier
- From x1.01 base value to x1.008
- Loop scaling become more aggressive the more loop your do
- Formula: scaling^(0.95 + 0.05 * loop Count )
- Max loop in each rank:
- 44 loop in F-rank
- 29 loops in E-rank
- 22 loops in D-rank
- 19 loops in C-rank
- 16 loops in B-rank
- 14 loops A-rank
- Fixes
- Precision issues causing Blood transmutation to set health to 1 (or other incorrect value) when max health was getting greater than a few Trillions
- Blood transmutation bonus damage not properly scaling off the health loss
- Accelerator causing lag on Thunderstaff and evolution when speed reached infinite values
- Low hp effect being sometime displayed for a single frame with certain combination of effect being applied to max health
- Obtaining a card capping current health to max health without final bonus to max health
- Pressing card information in shop not working
- Having to hover equiped item twice for the tooltip to properly being displayed
- Give card to villager causing stutter on card hover (also added hovering on card name to see actual card)
- Altar Tutorial not triggering
- Tutorial text sometime overflowing from windows
- Blood Syphoon not being affected by projectile opacity
- Reactive trigger not triggering Throwing Knife
- In Hero mode, equipment staying locked after starting a run
- Player no longer update during a boss cutscene (like talent consuming charge)
- Automatic level-up causing Boss health bar to sometime appear
- Corruption can no longer become negative
- Purification can no longer become 0 or negative
- Modding
- Added an API to help on addition of custom keybind
- ModOption.MakeKeyBindFromModdedBindingData(string displayName, string actionName, List
moddedBindingInfo, string category) - ModOption.MakeKeyBindFromPath(string displayName, string actionName, string InputPath, string category, bool gamepad)
- ModOption.MakeKeyBindFromKeyAndGamePad(string displayName, string actionName, string Key, string PadButton, string category)
- ModOption.MakeKeyBindFromKey(string displayName, string actionName, string Key, string category)
- ModOption.MakeArrayBindingInfo(List
moddedBindingData) - ModOption.MakeBindingInfo(string InputPath, bool gamepad,int bindingIndex)
- ModOption.MakeBindingInfo(string InputPath,bool gamepad , string modifier1, string modifier2, bool isComposite, Vector2Composite.Mode mode, List
compositeSubBindig,int bindingIndex, string processors) - ModOption.MakeKeyBindComplete(string displayName, string actionName, InputActionType actionType, CompositeBindingType controleType, BindingInfo[] inputBinds, string category, bool rebindable, bool rebindableOnlyForGamePad, bool disableDuringPause)