Quick weapon switching, broken-weapon indicators, bug fixes, and more!
[p]Hey all! I've got another update for you with a bunch of UI improvements designed to make it easier to keep track of worn and broken weapons, as well as making weapon-swapping quicker and easier in battle. I also have some bug fixes focused primarily--but not exclusively--on gamepad. This brings us up to version 1.0.55.[/p][p]Without further ado...[/p][p][/p][h3]...here are the UI improvements![/h3]
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- [p]weapons now show a red warning icon if they're broken.[/p]
- [p]weapons now show an orange warning icon if they're at 1/3rd uses remaining or less.[/p]
- [p]recolored the old "new item" indicator in light green to make it stand out from the new warning indicators.[/p]
- [p]the Reserve Supplies screen now shows a red warning icon over any character in a weapon-reliant class who is currently equipped with a broken weapon (or not equipped with any weapon at all).[/p]
- [p]the Reserve Supplies screen now shows an orange warning icon over any character in a weapon-reliant class who is currently equipped with a weapon that is down to 1/3rd of its maximum uses or less.[/p]
- [p]in battle, if a character has no weapon equipped and they have at least one equippable weapon in their inventory, the game now displays a "no weapon" warning button in the bottom-left corner of the screen. Clicking this button will have the character automatically equip a weapon.[/p]
- [p]in battle, if a character has a weapon equipped and they also have alternative weapons they can equip in their inventory, the game now displays the current equipped weapon in the bottom-left corner of the screen along with two arrow buttons. Clicking this item button (or the arrow buttons) automatically cycles through the character's weapons, auto-equipping them and updating the Actions Bar (and any onscreen attack UI elements) accordingly.[/p]
- [p]new hotkeys (',' and '.') now let you quickly cycle through the current selected character's equippable weapons as if you'd clicked the weapon selection arrow buttons.[/p]
- [p]when playing with gamepad, the right trigger button now only acts as a shortcut for End Turn if no character is selected; if a character is selected, however, it now instead cycles the current selected character's equipped weapon as if you'd clicked the weapon selection button.[/p]
- [p]updated the gamepad controls guide in the game settings menu.[/p]
- [p]if a character gains a tag that alters the after-attack behavior of a skill (for example, making it so that using the skill no longer ends the turn), this is now mentioned in the text description for that skill's mouseover tooltip in dark green lettering that stands out from the skill's default description text.[/p]
- [p]when a character equips a new weapon that grants a weapon skill, that weapon skill now appears all the way at the leftmost position in the skills in the actions bar.[/p]
- [p]the Manage Supplies option can now be selected in town on scheduled arena match days.[/p]
- [p]further reduced the AI value for the Disarmed status effect to make the AI less likely to value Disarm over damage-inflicting skills.[/p]
- [p]fixed: under some circumstances, a flying character Twirling an enemy down into water or lava off of a cliff could produce an infinite loop of the victim splashing into the liquid.[/p]
- [p]fixed: when playing with gamepad, opening the army overview screen would start the cursor off over the salary icon, making it difficult to navigate down to the individual character rows. (The cursor now starts off positioned over the level/experience icon instead.)[/p]
- [p]fixed: when playing with gamepad, empty character rows in the army overview screen were navigable.[/p]
- [p]fixed: when playing with gamepad, the bug reports screen still opened the virtual keyboard despite the fact that there is no longer an input text field there.[/p]
- [p]fixed: when playing with gamepad, the bug reports screen had certain disabled UI elements still treated as viable targets for cursor navigation.[/p]
- [p]fixed: when playing with gamepad, the bug reports screen had issues with gamepad cursor alignment.[/p]
- [p]fixed: a handful of inanimate destructible objects were missing their immunity to Poisoned status.[/p]
- [p]fixed: Powerbot 5000 was missing its immunity to Poisoned status.[/p]
- [p]fixed in version 1.0.55a: unlearned skills and masteries with "Claw" as part of their name (e.g. Claw Mastery or Claw Counterattack) left in a spriggat's skill progression were not being added to their new skill progression upon promotion (most often in cases of promotion via Book of Power), causing the character to simply never learn them.[/p]
- [p]fixed in version 1.0.55a: when playing on Steamdeck, the save and main menu buttons in the deployment and victory screens appeared halfway offscreen.[/p]
- [p]fixed in version 1.0.55b: in many instances during the summer palace investigation, if a character volunteered to lockpick the study drawer, the wrong name would be displayed during their dialogue.[/p]
- [p]fixed in version 1.0.55b: the kineticist boss in the summer palace escape was not getting activated as intended.[/p]
- [p]fixed in version 1.0.55b: the character creator was allowing custom characters to be created with a nickname identical to their first name.[/p]
- [p]fixed in version 1.0.55b: the cancel button in the character creator's custom dialogue screen was partially overlapped by the Secret dialogue button.[/p]
- [p]fixed in version 1.0.55b: when right-clicking a destructible object with a custom sprite, the game would fail to load the custom sprite for the character screen and would end up throwing a null error.[/p]