1. Update 1.0.3
  2.  
  3. This update likely broke many mod
  4. Due to the nature of the update (basically changing half the codebase), it make many mod completely broken.
  5. Make sure to disable them to avoid issues until they are properly updated.
  6.  
  7. Major Changes
  8. Huge rewrite of the whole stats system to move onto double precision float instead of single precision float
  9. The reason behind it was to fix Blood Transmutation
  10. This mean 10^38 is no longer "infinity" (now it is 10^308), there is some place where 10^38 will still be infinity
  11. And no this wont change the requirement to reach infinity in survivors mode
  12.  
  13.  
  14. QoL
  15. Added a Max and Min button to challenges level
  16. Added an "Optimise Weapon Modifier" button to weapon tab, that will realocate modifier in what the game think is an optimal way
  17. In the stat menu, equipment name can be hover to see the equiped item
  18. Improved gamepad navigation in challenge menu
  19. Imporved Challenge menu visual to make selected rank and hardmode selection more obvious
  20. Added Max and Min button in challenge menu
  21. Added tutorial about challenge and corruption slider
  22. Damage number now support MUCH higher numbers
  23. Changed Equipment modifier with "Multiplier" effect display in forge to be the same as tooltip (and be more precise)
  24. Atats over on a card selection now highlight which part are changed by the card
  25. Auto-recycled equipment are now also recycled on the reward creation (so it no longer appear in the rewards list)
  26. Modifier list on weapon and at the bottom of weapon tab are now scrollable
  27. Increase Emissive of stage icon during stage selection
  28.  
  29.  
  30. ## Changes
  31. Accelerator multiplier is now more important at lower speed, and less important at higher speed
  32. This is a nerf to accelerator allowing infinite damage with thermodynamic (and also causing a few other bugs)
  33. New formula also buff accelerator when speed is bellow 100
  34. new formule is `NewIncrease = BaseIncrease / Max(.1,sqrt(CurrentSpeed/100))`
  35. Reduced Hive mind kill requirement in bestiary
  36. Unstable Core now also slightly increase Delay between dash
  37. Increased by 5% multiplicative per stack
  38. Bonus Equipment Quality from loop now scale with number of zone per loop
  39. F-rank loop only increase Item quality by 0.5
  40. E-rank loop by 1
  41. D-rank loop by 1.5
  42. C-rank loop by 2
  43. B-rank loop by 2.5
  44. A-rank loop by 3
  45. Additionally, the increase in quality per loop is multiplied by log16 of Challenge bonus SoulCoin (x1 if soulcoin mult is at 16 or less)
  46. Reduced scaling of "Multiplier Per Level" equipment from equipment tier
  47. Formula changed:
  48. from BaseMultiplier^0.875 + (0.05\*(ItemLevel-1)) +0.125\*ItemTier
  49. to BaseMultiplier^0.9 + (0.05\*(ItemLevel-1)) +0.1\*ItemTier
  50. Unlocking Equipment system will give one equipment from each completed challenge that have unique equipment.
  51. Tier is equal to world rank of the challenge, and level is random from 1 to 10
  52. Reduction to Xp Gain per level secondary modifier
  53. From x1.01 base value to x1.008
  54. Loop scaling become more aggressive the more loop your do
  55. Formula: scaling^(0.95 + 0.05 * loop Count )
  56. Max loop in each rank:
  57. 44 loop in F-rank
  58. 29 loops in E-rank
  59. 22 loops in D-rank
  60. 19 loops in C-rank
  61. 16 loops in B-rank
  62. 14 loops A-rank
  63.  
  64.  
  65. Fixes
  66. Precision issues causing Blood transmutation to set health to 1 (or other incorrect value) when max health was getting greater than a few Trillions
  67. Blood transmutation bonus damage not properly scaling off the health loss
  68. Accelerator causing lag on Thunderstaff and evolution when speed reached infinite values
  69. Low hp effect being sometime displayed for a single frame with certain combination of effect being applied to max health
  70. Obtaining a card capping current health to max health without final bonus to max health
  71. Pressing card information in shop not working
  72. Having to hover equiped item twice for the tooltip to properly being displayed
  73. Give card to villager causing stutter on card hover (also added hovering on card name to see actual card)
  74. Altar Tutorial not triggering
  75. Tutorial text sometime overflowing from windows
  76. Blood Syphoon not being affected by projectile opacity
  77. Reactive trigger not triggering Throwing Knife
  78. In Hero mode, equipment staying locked after starting a run
  79. Player no longer update during a boss cutscene (like talent consuming charge)
  80. Automatic level-up causing Boss health bar to sometime appear
  81. Corruption can no longer become negative
  82. Purification can no longer become 0 or negative
  83.  
  84.  
  85. Modding
  86. Added an API to help on addition of custom keybind
  87.  
  88.  
  89. ModOption.MakeKeyBindFromModdedBindingData(string displayName, string actionName, List moddedBindingInfo, string category)
  90.  
  91. ModOption.MakeKeyBindFromPath(string displayName, string actionName, string InputPath, string category, bool gamepad)
  92.  
  93. ModOption.MakeKeyBindFromKeyAndGamePad(string displayName, string actionName, string Key, string PadButton, string category)
  94.  
  95. ModOption.MakeKeyBindFromKey(string displayName, string actionName, string Key, string category)
  96.  
  97. ModOption.MakeArrayBindingInfo(List moddedBindingData)
  98.  
  99. ModOption.MakeBindingInfo(string InputPath, bool gamepad,int bindingIndex)
  100.  
  101. ModOption.MakeBindingInfo(string InputPath,bool gamepad , string modifier1, string modifier2, bool isComposite, Vector2Composite.Mode mode, List compositeSubBindig,int bindingIndex, string processors)
  102.  
  103. ModOption.MakeKeyBindComplete(string displayName, string actionName, InputActionType actionType, CompositeBindingType controleType, BindingInfo[] inputBinds, string category, bool rebindable, bool rebindableOnlyForGamePad, bool disableDuringPause)
  104.