v1.12 Release Candidate 1
Pre-release
Pre-release
Engine features
- NPC interactions are now canceled when the player is attacked. 'combat_aborts_npc_interact' has been added to engine/misc.txt to control this setting.
- Added 'bar_fill_offset' and 'bar_fill_size' to MenuStatBar and MenuEnemy properties.
- Added support for fading out combat text. See the 'fade_duration' property in engine/combat.txt.
- Added 'save_oncutscene' property to engine/misc.txt. Saving before a cutscene was previously controlled with 'save_onload', which caused issues with cutscenes when set to false.
- Added 'save_anywhere' property to engine/misc.txt. This allows for saving via the pause menu. (m7600)
- Added display of enemies, allies, NPCs, and intermap teleport events to the minimap.
- Added support for defining the colors of tiles and entities on the minimap.
- Added 'show_on_minimap' event component. Currently, this only applies to intermap teleport events.
- Added 'show_on_minimap' property to NPCs.
- Properties that take an alignment can now be aligned to the menu frame.
- Support multiple images in animation definitions. (bloodhero)
- Expanded slot widget configuration in engine/widget_settings.txt. Quantity text color can be changed, as well as label settings for displaying hotkeys.
- Re-implemented displaying hotkeys on action bar slots.
- Support for 'item:quantity' syntax for Event properties: 'requires_item', 'requires_not_item', 'remove_item', and 'reward_item'.
- Added 'show_randomize' property to new game menu configuration.
- Added 'disable_equip_slots' property for passive powers.
- 'Block' powers can now use post_power to trigger a power when taking damage.
- Power descriptions are now displayed in action bar tooltips. This can be controlled with the 'tooltip_length' property in menus/actionbar.txt.
- A dialog box is now displayed instead of a log message when the player dies, giving the options to exit or respawn (if applicable).
- Added movement input type dialog box. It is displayed for new players to easily select between keyboard, mouse, and joystick movement.
- Added '--safe-video' command line option. For troubleshooting purposes, this feature is displayed as an option when starting after a potential crash.
- The 'categories' property has been extended to the player character. The Power property 'target_categories' can now be used for the player as a result.
- The ability to stash quest items can now be controlled with the 'no_stash' property.
- Added a button for opening the pause/configuration menu as part of the minimap.
- Added 'script' property to items. This removes the need to create a power in order to execute a script via activating an item.
- Player 'melee_range' is now configurable in engine/stats.txt.
- Added comparison tooltips for items. These can be disabled in the Interface settings. (r-a-cristian-93, Justin Jacobs)
- Added 'parallax_layers' property to Events. This functions exactly like the Map property of the same name.
- Added 'visible', 'visible_check_locked', and 'visible_check_status' to powers and upgrades in power trees.
- Added 'requires_status' and 'requires_not_status' to powers and upgrades in power trees. 'visible_requires_status' and 'visible_requires_not_status' have been marked as deprecated.
- Added 'on_interact' as a possible value for Event types. Essentially the same as 'on_trigger', except the event can ONLY be activated through the hotspot.
- Support an arbitrary number of Stash tabs. Each tab has a display name and an 'is_private' flag.
- Added 'save_onstash' property to engine/misc.txt, so it is now possible to disable the automatic save when modifying stash contents.
- The player's last used Stash tab is now remembered across sessions.
- Added the ability for NPCs to join the player's party. (Igor Paliychuk)
- Added support for the 'delay' property used by Events contained in script files.
- Added 'Frame Limit' option to Video settings.
- Added 'Maximum Render Size' option to Video settings.
- Improved visual indication of which item set bonuses are active.
- Support enabling touch screen controls on non-Android systems.
- Added 'Touch Gamepad Scale' option to Input settings.
- Support fullscreen mode in the Emscripten port.
- Added scrollbar.bg_color to engine/widget_settings.txt.
- Updates to package_osx.sh, including usage of Homebrew for dependencies (ludoza)
Engine fixes
- Fix memory leak of tab control in stash menu (MiroslavR)
- Fixed stat bars not having any fill when the value they were representing was non-zero. Now they will always show at least 1 pixel of the bar's fill graphics.
- Fixed a bug where the game window could be resized below the minimum size after exiting fullscreen mode.
- Removed the default resolution scaling when virtual_heights is undefined.
- Improved performance when checking map event hotspots.
- Fix Windows-style paths with backslashes not working on non-Windows systems.
- Prevent allies counting as attack targets when using mouse movement.
- Fix needing to press the 'Cancel' key twice to exit the vendor menu.
- Fix unintended key presses being registered when quitting the game via an OS keyboard shortcut.
- Fix divide-by-zero crash when using the dev HUD with a game that uses orthogonal rendering.
- Fixed a memory leak in Loot copy constructor.
- Fixed 'resist_percent' property of engine/combat.txt not working when targets had 100% resistance.
- Support attack_speed effects with a magnitude less than 100%.
- Fixed bug where dead entities could steal HP/MP.
- Fix broken parsing of engine/default_keybindings.txt.
- Fix Effect animations not being synced properly in some cases.
- Removed hard-coded restrictions on using items from the inventory. Now any item that has a power and is not equipment can be used.
- Fix crash when fonts are missing. The engine will try to fall back to the next available font for the current language.
- Background color when using sdl_hardware renderer no longer fills entire window, instead only filling the drawing surface as it should.
- Fix crash when loading a cutscene from a book event.
- Fix infinite transformation loop when dying in a transformed state that was activated by a passive power.
- Fix bug where the player wasn't returned to their normal state after dying in a transformed state.
- Prevent combat text from overlapping.
- Improved performance when handling many status effects.
- Improved performance when an entity is repeatedly unable to find a path to thier target.
- Fix bug where killing an enemy with return damage would not set defeat status or reward XP/loot.
- Fix check of item requirements when a power requires an item but doesn't consume it.
- Fix 'respec' events to no longer remove item-based powers from the action bar.
- Fix log message when gaining more than one level at once.
- Fixed excessive memory usage when using Items, ItemSets, and Powers with high-value IDs.
- Fix bug where power upgrades that didn't require power points would not automatically upgrade if other requirements were met.
- Fix infinite loop bug when a power's list of upgrades contains the base power ID.
- Fix infinite loop bug when locking power upgrades.
- The executable directory is now used when trying to find PATH_DATA on Linux. (r-a-cristian-93)
- Fix 'corpse_timeout' in engine/misc.txt being parsed incorrectly (r-a-cristian-93)
- Reworked camera speed curve to prevent graphical "wiggle" during slow movement.
- Fix missing effect description text in power tooltips when using built-in types.
- Fix static events not executing on the same frame as on_load events.
- Fix parsing bug in power trees that would save base power properties to an upgrade power.
- Fix on_load events with requires_class not working in maps/spawn.txt
- Fix timing of Effects so that the first "tick" happens immediately.
- Fix "Press button to use" prompt no showing up for some items.
- Fix loud loot drop sound effect when there are a large number of drops at once.
- Fix incorrect HP/MP regen for high regen values and high frame limits.
- Fix camera, parallax layer, and cutscene speeds when using alternative frame limits.
- Fix not restoring fullscreen option when pressing Cancel or Defaults in config menu.
- Smoother scrolling in WidgetScrollBox.
- Fix click-and-drag behavior on WidgetTabControl, WidgetSlider, and WidgetScrollBar.
Game updates
- New graphics for HP and MP status bars
- Reworked art for the Cleave power
- Cleave power radius reduced to closer match its artwork
- Reduced the strength and radius of Rakk's freeze attack
- Fixed the Goblin Thief being able to steal potions from a Summoned Zombie
- Reduced the hitbox for spike traps
- Greatly reduced the damage for spike traps in the Underworld. In exchange, the traps now inflict bleeding.
- New alchemy ingredient: Mushrooms
- Added 4 new potion recipes
- Overall reduced drop rates for alchemy items
- Added animations for immunity and ice-based slow status effects
- Redesigned the Family Crypt map and quest
- Redesigned the Nazia Mines maps and quest
- Redesigned the Torture Chambers map and quest (again)
- Mortar & Pestle can now be placed on the action bar
- All quest items can be stored in the player's private stash.
Translation updates
- Belarusian (be) update (Zmicer Turok)
- Catalan (ca) update (Maria Cano)
- German (de) update (Wuzzy2)
- Spanish (es) update (Agustin Ferrario)
- Basque (eu) by aitzkora
- French (fr) update (leø, Christophe Nemo)
- Scottish Gaelic (gd) update (GunChleoc)
- Hungarian (hu) update (litoll)
- Korean (ko) by Kor_OfenTHource (team members: bnk159hair, kangdonghun1230, HunSeongPark and paparad0x)
- Norwegian (nb) update (Elias Nykrem)
- Polish (pl) update (Błażej Pęksyk, Grzegorz Szymaszek)
- Portuguese (pt) update (Rui)
- Russian (ru) update (Igor Polyakov)
- Slovak (sk) update (MiroslavR)
- Ukranian (uk) update (Sergiy Borodych)
- Vietnamese (vi) update (Nguyễn Gia Phong)
- Chinese (zh) update (dumaosen, sakura09123)
- Chinese (Taiwan) (zh_TW) by RedBug312