Patch 1.3.3.0 (12 January 2018) Modding Features - Added "reload mods" to in-game debug bar, allowing to adapt script and play the change without having to restart the game
- Added support for reqXP and reqMapScore
- Added support for specifying custom loyalty for characters
- Modding recognized as disabled when all mods have been disabled manually
- Added debug button N for enabling/disabling tile borders for debugging
- Made parsing of mods more robust
Bugfixes - Fixed overriding image slots in mods
- Fixed support for mods on OSX
- Fixed stunned dice in combat were never reset
- Fixed debug text showing up in game
Patch 1.3.2 (12 January 2018) - Made reset profile less likely to be hit accidentely
Bugfixes - Fixed altar broke when sacrificing certain items
- Fixed window not covering whole game area
- Fixed showing item count on actions with required items
- Fixed unlocking characters
- Fixed issues with steam achievement syncing
- Reduced target count for explorer-collect achievement
Modding - Added refresh button to modding screen which allows to reload mods without leaving screen
- Remember entity history for in-game debug bar
- Add bonus syntax support for XP, compass score, karma
- Print syntax parsing errors for mods in debug console
- Added a warnings/error counter to the show-log button in the debug bar (gets reset on every mod refresh)
- Fixed upload button
- Fixed corrupted game state after deleting mods
Patch 1.3.1 (12 January 2018) Modding improvements - Added support for requirements for perks in the celebration screen. Possible use cases: only offering some perks for some explorers, having some perks as prequisite for other perks (e.g. level 1, level 2, level 3 perks), offering perks depending on visited terrain types, having a curse disallows choosing a new perk for one expedition, etc..
- Added support for adding custom character buttons (in the same style as the promote or mount button). They can have their own requirements and can trigger a custom event when clicked. A new example mod slapFace showing how to use this can be found on our githug page
https://github.com/Maschinen-Mensch/curiousexpedition/tree/master/mods - Added a new log viewer which is more stream lined than the previous version (more work to be done here). There is a new "Show Log" button on the modding screen to open it and also on the in-game debug bar. Also game events should now be contributed to the correct mod making it easier to debug things.
- Fixed modding feature check only accounted for the first new entity type instead of counting all of them
- Fixed mod version parsing was not working when the number was not written in quotes. Also reduced the amount of numbers designating the version to just two (A.B) instead of (A.B.C.D).
- Fixed parsing mods without imgData breaking game graphics
- Fixed importing files which had a single entry instead of a array
- Fixed invalid character references crashing the game (should just be ignored now)
- If mod does not designate a defaultLang property, 'English' is assumed
- Added support for triggering chat lines from the entity search bar
- Added support for gender-specific grammar in chat lines
- Removed mod ID from info screen (not relevant to most users)
- Made sure that delayedEvent is in the game scripts for events that may interrupt player movement. Events being triggered via delayedEvent show a diary alert first instead of opening up the diary right away. This mode should be used for any text events that are triggered during tripEvents or dayEvents. Maybe we'll come up with a way to detect this automatically, but this isn't trivial, so for now this has be designated manually.
- Marked sp-ee-base as abstract so they can't be spawned directly into the game
- Fixed color slots not being recognized correctly
- Restricted shown mod name lengths on mod select buttons
- Renamed blocksHealthRegen to blockHealthRegen for consistency
- Added blockLevelUp property for temporarily blocking promoting characters via a status
Game Bugfixes - Fixed underground tunnel caves not working properly when revisiting
- Fixed polyglot perk not working properly
- Fixed villages having empty inventory
- Fixed sprawl power not being stored correctly in savegame
- Fixed legacy savegames not loadable anymore
- Fixed some localization issues on the modding screen (more work to do)
- Fixed localization on game over screen
Other changes - Cosmic Indifference perk should now also working if there are other human trek members. Raised the required sanity to use Necronomicon without burning it to 20
- Corrupted sprawl should no longer kill zones