DD #31 Bag of Tricks #1
Welcome to another week's developer diary!
It is a quite busy week in the "normal" world.
There are investigations to do, people to sue, documents to file, fraud to expose, and kittens to pet. :D
But, let's go back to our supernatural business now. As it's a quite busy week, there is no real focus on the development schedule. However, a lot of things have been done.
First, more item prefixes have been added to the game.
The current list is as follow:
Sharp (causing bleeding.)
StatTrack (Basically, it will record how many creatures you have killed.)
Strong (Increase weapon's attack for a percentage.)
Feeble (Decrease weapon's attack for a percentage.)
Anti-human (Increase damage on human targets.)
Lockpicking (Increase lockpicking skill level.)
Mighty (Increase strength bonus on this item)
Defender's (Increase physical defense bonus on this item)
Warding (Increase magical defense bonus on this item)
Electroshock (Grant skill: Electrical Discharge)
Exorciser's (increase damage against ghost enemies)
Speedy (increase the item's speed bonus)
Accurate (Increase physical attack hit rate to counter high evasion enemies.)
You can also find the ever-expanding list here as I am making documents: https://steamcommunity.com/app/1519140/discussions/6/3046109410083823630/
Second, with the help of our fellow player 7.Ti, there are a few bug fixes and system optimization took place.
Some highlight includes:
1, An option to turn on/off an optimized version of the font rendering. In theory, it can make font rendering 100% faster than before.
2, Implementation of a graphics cache in most of the selection windows, including item selection windows, skill selection windows, buy/sell windows which can see a significant improvement in performance. However, although the equipment windows are also benefiting from this change, it is also affected by something else that needs further investigation to make the performance there even better.
Overall, it can usually provide a 50% to 75% performance improvement in most cases.
3, A few crash fixes. Some can not really be triggered in TtE yet. The reports are based on SAPC++. However, as TtE and SAPC++ share the same technical structures, some preempt fixes will likely benefit both.
Third, the zombie situation is getting worse in Queensmouth.
Not all zombies are slow, feeble, and clueless.
Some can be more devastating.

On the good side, you can bind new types of zombies under your command as well.
Stronger zombies can be harder to bind. Thus, you may want to weak them a bit first.
That's for this week. Stay safe and have fun!
Today's changlog:
#########Content#####################
A new type of zombie may now appear in Queensmouth. It has better attributions than normal zombies, with a small bullet damage resistance bonus. Can be turned into pets.
They also have a higher chasing speed if they detect you.
Reduced the number of zombies near the Queensmouth Church. But, increased the variations of zombies that may appear in this area.
Added one more possible prefix for baseball bat, pipe, police baton.
#########System#####################
Added localization text for physical/magical hit rate increases in item detail windows.
New generic prefix: Accurate (Increase physical attack hit rate to counter high evasion enemies.)
##########DEBUG######################
Fixed a rare crash that happens when all team members died at least once in the same battle without attacking any enemies after they are revived. (Thanks to 7.ti's bug report)
Fixed a Mod/DLC crash that the game may fail to find external graphics transition files. (Thanks to 7.ti's bug report)
Fixed a bug that the system option about whether to optimize the font rendering is not recorded into the configuration file. (Thanks to 7.ti's bug report)
It is a quite busy week in the "normal" world.
There are investigations to do, people to sue, documents to file, fraud to expose, and kittens to pet. :D
But, let's go back to our supernatural business now. As it's a quite busy week, there is no real focus on the development schedule. However, a lot of things have been done.
First, more item prefixes have been added to the game.
The current list is as follow:
Sharp (causing bleeding.)
StatTrack (Basically, it will record how many creatures you have killed.)
Strong (Increase weapon's attack for a percentage.)
Feeble (Decrease weapon's attack for a percentage.)
Anti-human (Increase damage on human targets.)
Lockpicking (Increase lockpicking skill level.)
Mighty (Increase strength bonus on this item)
Defender's (Increase physical defense bonus on this item)
Warding (Increase magical defense bonus on this item)
Electroshock (Grant skill: Electrical Discharge)
Exorciser's (increase damage against ghost enemies)
Speedy (increase the item's speed bonus)
Accurate (Increase physical attack hit rate to counter high evasion enemies.)
You can also find the ever-expanding list here as I am making documents: https://steamcommunity.com/app/1519140/discussions/6/3046109410083823630/
Second, with the help of our fellow player 7.Ti, there are a few bug fixes and system optimization took place.
Some highlight includes:
1, An option to turn on/off an optimized version of the font rendering. In theory, it can make font rendering 100% faster than before.
2, Implementation of a graphics cache in most of the selection windows, including item selection windows, skill selection windows, buy/sell windows which can see a significant improvement in performance. However, although the equipment windows are also benefiting from this change, it is also affected by something else that needs further investigation to make the performance there even better.
Overall, it can usually provide a 50% to 75% performance improvement in most cases.
3, A few crash fixes. Some can not really be triggered in TtE yet. The reports are based on SAPC++. However, as TtE and SAPC++ share the same technical structures, some preempt fixes will likely benefit both.
Third, the zombie situation is getting worse in Queensmouth.
Not all zombies are slow, feeble, and clueless.
Some can be more devastating.

On the good side, you can bind new types of zombies under your command as well.
Stronger zombies can be harder to bind. Thus, you may want to weak them a bit first.
That's for this week. Stay safe and have fun!
Today's changlog:
#########Content#####################
A new type of zombie may now appear in Queensmouth. It has better attributions than normal zombies, with a small bullet damage resistance bonus. Can be turned into pets.
They also have a higher chasing speed if they detect you.
Reduced the number of zombies near the Queensmouth Church. But, increased the variations of zombies that may appear in this area.
Added one more possible prefix for baseball bat, pipe, police baton.
#########System#####################
Added localization text for physical/magical hit rate increases in item detail windows.
New generic prefix: Accurate (Increase physical attack hit rate to counter high evasion enemies.)
##########DEBUG######################
Fixed a rare crash that happens when all team members died at least once in the same battle without attacking any enemies after they are revived. (Thanks to 7.ti's bug report)
Fixed a Mod/DLC crash that the game may fail to find external graphics transition files. (Thanks to 7.ti's bug report)
Fixed a bug that the system option about whether to optimize the font rendering is not recorded into the configuration file. (Thanks to 7.ti's bug report)