- Patch 1.0.4.5
- Hello Rabbits!
- No proper dev blog this month; sorry!
- I've been doing lots of fun things; like going to Magfest, getting very sick from going to Magfest, and also moving house IRL.
- I have been making some progress on the DLC though!
- All of the background stages are now complete, and all of the design sketches for new enemies and classes are done.
- After this post I will enter "art hell"; doing nothing but animating characters for the next month.
- It's not quite as hot as the real hell, but it's about as much toil and suffering.
- In the meantime, look at this mysterious location!
- And these cute enemy sketches!
- I'll have a real dev blog showing some of them in action... in a few months, when they have animations and fights and stuff.
- With that out of the way, the patch!
- This patch is primarily a bug fixing patch, but also focuses on add a few requests from modders. New functions have been added so that achieving certain item effects is a bit easier, and some things are now possible that weren't before.
- These additions shouldn't break any existing mods, since it's only adding and fixing things.
- But if it did break your mod somehow, please let me know via email or Discord DM!
- Hope to get back with a real dev blog in the near future!
- - Adjusted the hitbox of "donuts", including Enrage and Color Match
- Previously, there was an exploit where, by having items that decreased your hitbox size, you could stand directly in the center of Enrage donuts and not get hit, or move quickly through the expanding donut and dodge it if you had a low framerate
- Donut ring hitboxes are now slightly larger, and no longer take buffs from items like Evasive Potion into account
- - Adjusted the check for the unlock for the King's Arsenal Soundtrack to be slightly more lenient
- Previously, because of the time slow, if you defeated Merran just as it was about to end, it wouldn't count for the unlock; it now gives you more leeway
- - Add a new icon to "Mods" in the options menu
- - If you try to close the game just after an auto-save, it will wait about a second before closing.
- Hopefully this will minimize issues where closing the game during saving sometimes corrupts your save data.
- - Added "distance" variable on "ipat_bruiser_3" and "ipat_bruiser_3_emerald"
- - Added "s_changeAmount", "s_newAmount", "s_sourceType", "s_sourceHb" to the "onGoldChange" trigger
- - Added "s_teamId" and "s_playerId" to the "onSquarePickup" trigger
- - Fixed issue where, when editing existing items using Mods, it wouldn't let you add new triggers unless other items were also added in the same mod
- - Fixed issue where tset_uservar_darkflame and tset_strmult_backstab would crash the game
- - Fixed issue where squareVars other than squareVar0 were unaccessable
- - Fixed issue where the following functions didn't accept variables, only numbers (they now correctly accept variable names as well):
- tset_uservar_cond_squarevar_equal
- tset_uservar_random
- tset_uservar_random_range
- tset_uservar_sqvar
- tset_uservar_blackhole_charm_calc
- tset_strmult_backstab
- - Added the following new "set" functions:
- tset_userver_random_range_int
- tset_uservar_switch
- tset_uservar_difficulty
- tset_uservar_hallwaycount
- tset_uservar_stage
- tset_uservar_hb_cooldownvar
- tset_uservar_hb_hitboxvar
- tset_uservar_hb_itemvar
- tset_uservar_hb_stat
- tset_uservar_player_stat
- - The following enums have been added for use with "tset_uservar_difficulty", "tset_uservar_stage" and the "onGoldChange" trigger respectively:
- difficulty.cute
- difficulty.normal
- difficulty.hard
- difficulty.lunar
- stage.test
- stage.outskirts
- stage.nest
- stage.arsenal
- stage.lighthouse
- stage.streets
- stage.lakeside
- stage.keep
- stage.pinnacle
- goldSource.battleRewards
- goldSource.store
- goldSource.loot
- goldSource.debug
- - Added new "quickPatterns":
- tpat_player_add_hp
- tpat_player_set_hp
- tpat_player_add_gold
- tpat_player_set_gold
- tpat_player_add_level
- tpat_player_set_level
- - Added new boss patterns:
- bp_erase_bullets
- bp_erase_bullets_small
- - You can now set items to spawn in with using Mods.
- To set an item as something to spawn in with, a flag needs to be set on that item.
- Check the API for additional info!
- - Shop options will now sync correctly between players, even when using modded items
- - Now, if you mod "loot" into stores, it will function like potions do; where each player can buy one (instead of only one player being able to buy it)
- - Fixed issue where spectating a game would allow you to unlock stages
- - Fixed issues where certain abilities and items (such as Assassin's Opal Secondary) could continuously activate over and over between battles
- - Fixed issues where certain loot that required standing still (such as Iron Grieves) could activate even when you were KO'd
- - Fixed issue where Diamond Shield wouldn't give allies invulnerability
- - Fixed issues where Blackstrike, Counter, Tranquility, Flash-STR, Flash-DEX, and Flash-INT wouldn't wear off properly when applied by an ally
- - Fixed issue where, if you defeated Tassha just as her clones disappeared, it could result in a softlock
- - Fixed issue where, if you were not the lobby host and revived just as the host saw a party wipe, your character would appear alive in the background of the defeat screen (it now just KO's you; if the host says you've lost then you've lost!)
- - Fixed a number of typos and text issues in various languages
- 1.0.4.6 Hotfix
- - You can now set hbColor0 and hbColor1 to "-1" to make an item/ability match the current character's color palette
- - Added new pattern functions from October's balance update to the modding API
- - Fixed issue where, if you had a mod that changed the effect of an item that already exists in the game, and then joined a lobby without any mods enabled; the item would still function as if it were modded while in that lobby
- - Fixed Tassha softlock for real this time
- - Fixed issue where trying to make new copies of base game status effects within mods would cause the game to crash
- - Fixed typo in Wizard Rabbit's Sapphire Secondary (the description said it was a 30% damage increase, but it's actually 40%)
- - Fixed a number of other typos
- 1.0.4.7 Hotfix
- - Fixed issue where mods that copy status effects wouldn't correctly copy over certain parameters