- Update v1.5.6:
- FIXES
- Fixed Counter or Critical passives interrupting casting whenever you are hit by an effect
- Pirate spawn rate is now greatly increased while player has a "Defeat Pirates" quest
- Fixed AI sometimes becoming invisible when struck by Counter Warp and Shield Bash
- Fixed Counter Push not triggering on friendly fire
- MODDING
- Text in fields with dropdown lists (such as TriggerEffect IDs) can now be autocompleted by pressing Tab or Shift+Tab
- Update v1.5.5:
- FIXES
- Fixed pushes into pits or water being unreliable at longer distances or over rough terrain
- Fixed AI being able to use consumables infinitely
- Static Buildup now applies to Gate, Gate: Shift, Maneuver, and Gate: Swap
- Static Buildup and Tempest can now trigger more than once in a single turn (Ex: Dash and then Charge)
- Items can now be pushed/pulled even if there isn't enough room for the full push distance
- Obstacles (barrels, etc.) now deal damage when pushed into a target directly adjacent to them
- Fixed Scourge's Torment not successfully cleansing statuses when used against targets with Critical passives
- Fixed crash when Volskarver recharges over time mid-combat
- Firewalker healing from electric hazards is no longer reduced by magic defenses
- MODDING
- Added support for [Animation] and [Keyframe] mods
- Added ModSamples/AnimationSample.txt
- zStart can now be overridden by mods like any other Zone
- Fixed FormulaGlobals not passing in targetTC, breaking certain formulas
- Update v1.5.4:
- FEATURES
- Breaker's 'Shatter' tooltip clarified and effects modified
- Now deals +50% damage per broken equipment & incapacitating status effect (previously, damage varied from +40% to +90% based on which effect was inflicted)
- Can now be ranked up once to increase damage per effect by +10%
- Stormshot's 'Disrupt Shot' can now be ranked up once to increase range by +1
- New 'Minimum XP' mechanic!
- All current & future crew automatically gain up to a minimum amount of XP equal to 3% of your past XP gains + 50.
- Example: if your party gains 10,000 XP as a Scourge, all crew will have at least 350 total Scourge XP.
- Minimum XP is applied in existing saves for each class the next time you gain XP in that class.
- BALANCE
- Essence 'Gems' (specifically the large +300xp type) now grant 3 less XP per use on the same person
- Improved rare Grove pedestal rewards
- AI is now slightly less eager to go for KOs over other options
- FIXES
- Renamed hotkey binding 'Ability Select' -> 'Ability / Item Select'
- Fixed Guide Chrysolit not properly showing on the UI when in the overworld
- Fixed AI undervaluing 'Revive' effects
- Fixed AI overvaluing 'Decay' effects
- Slightly improved AI performance
- Fixed being able to Gate into and get trapped in a building in Slugvine Forest
- Fixed AI fleets going into dead ends if you load saves with different world states
- MODDING
- Added item quantity selector UI - activated by right clicking an item in the build mode item UI
- Holding Ctrl-click now lets you place duplicates of held items
- Minimum XP mechanic can be tweaked with the globalVar "minXPPercentMod"
- Fixed ActorValue.AIValueMod discouraging AI use if a positive value is assigned to a beneficial ActorValue
- Fixed ActorValueEffect.formulaMod not saving/loading properly
- Update v1.5.3:
- FEATURES
- World map now displays Latitude/Longitude if you have a Guide Chrysolit
- Day icon tooltip now displays exact time if you have a Pocketwatch
- Increased Gust/Gale/Loot overworld spawns by ~5%
- Increased Lightning spawns during storms by 40%
- FIXES
- Fixed statuses from Blindfold and Gag being removed when KO'd
- Fixed Shift+Click auto-stash shortcut deleting items if your stash/cargo is completely full
- Fixed toggling overworld map, exiting to main menu, then starting new game causing map glitches
- Fixed incorrect icon in Harbor dialog for mooring 2nd ship
- Brackets are no longer allowed in save names (it caused crashes)
- A warning message is now displayed if you have Steam mods enabled that aren't loaded because you aren't connected to Steam
- Error messages now mention how many mods are active
- MODDING
- Added ZoneMerge.fReq
- Added ItemReaction.quantityMod_rand
- Fixed ActorClass.fReq not checking caster and target consistently
- Added formula cActorType:actorTypeID and tActorType:actorTypeID