Important! This game release is not compatible with the save games of the earlier releases (r60 and older)!
If earlier save files are detected, they are moved into "(game folder)\Backup_r60\Save". When you start the updated game, a menu will open where you can launch older releases of the game and finish those runs.
If you had an unfinished extended game going on where you plan to utilize previously ascended characters, you can continue that with the older release.
Check the "Skip this menu until a new release is out" checkbox if you don't want to see the menu anymore until a new release is out.
You can also manually run the older version of the game from the "Backup_r60" folder, but close any other running version of the game first.
Older game release backups that don't have any unfinished save games are removed after a month.
If you launch an old game release from the menu, and the game doesn't seem to react to keyboard presses, it might be that the game window just isn't active. So click somewhere on the game screen with the mouse, and you should be ok.
If auto divide potions is enabled, selected potions will be divided to companions.
]For each potion type, a minimum amount of what the player wants to keep is set, and the rest is divided between companions. Takes some of the equipment into account: skips Antidote potions if the companion is immune to poison, skips Mobility potions if the companion is immune to slime and web effects. Potion divide does not decrease the amount of potions already in companions' inventories.
If auto divide ammunition is enabled, all ammunition will be automatically divided between the player and the companions.
]More ammunition is given to those with ranged attack tendencies and talents. The ammunition type is determined by the companion's ranged weapon type, checked from the second weapon set first. If a companion is set to "melee only" -tactics, the companion is still given a small amount (10-30) of the poorest ranked ammunition. Any ammunition that is not suitable for companions is given to the player. For example, if the companion has an Everlasting arrow, then it makes no sense to give him regular arrows of the same enchantment or lower. Ammunition divide always redivides all the available ammunition from all companions, unless the companion was excluded from the ammunition divide. If ammunition divide is enabled, then all ammunition is always picked up, regardless of the "Pick all ammunition" setting.
Auto divide is activated when you open the inventory, open or close the loot manager, autopick items or a companion picks up ammunition, you recruit a companion, or when you enter an another map. The player character needs to see the applicable companions and vice versa, and they need to be within 5 tiles of each other. No hostile creatures can be seen. For ammunition divide to activate, at least half of the potential companions need to fill the requirements.
New settings "Auto divide potions, default" and "Auto divide ammunition, default" control the default values (on/off) for the divide functions for new games.
New setting "Auto divide potions, default minimum" is default setting for auto divide potions for new games: the minimum amount per potion type to keep for yourself, the rest is divided to companions. Only affects commonly found potions, rare potions are set as non-divided. Setting this to -1 sets all amounts as non-divided. Setting this to 0 sets all amounts to your custom amounts, previously adjusted and saved in the loot manager. Setting this to 1 or higher means that you keep that many potions for yourself and the rest gets divided. These are only the default values for new games. The minimum amounts can be further adjusted in the loot manager.
New UI: Loot manager
Makes it easier to divide potions and ammunition between companions.
Can be opened with SHIFT + ENTER or with the mouse by middle clicking the companion list on the top right corner. With the controller you need to go the inventory first, and then start the loot manager from there with the right trigger. Both auto divide options can be toggled and adjusted from the loot manager.
Companions can be excluded from the divide functions. You can exclude companions per potion type, excluding from ammunition divide applies to all ammunition.
You can see and adjust the inventory amounts per item type and per companion, even if no plan to use the auto divide functions.
If an item is not shown in the loot manager, then it can not be transferred to a companion.
A frame around a companion image means that the companion is included in the divide for that potion type or for all ammunition. The player can not be excluded from the potion divide.
The total duration of all inventory actions made in the loot manager is 2 base rounds.
Companion AI / UI changes
Tweaked potion use and blinking.
Tweaked pathfinding.
New companion options (on character sheet's 2nd page, both on by default):
"Blink": If enabled, this companion uses blink to escape (Potion of Blink, Blink talent).
"Lantern": If enabled, this companion lits and turns off its lantern when you do. If disabled, this companion never lits its lantern.
Now if a companion gets anchored, a red frame is drawn around its icon on the top right companion list.
Now if a companion gets withered, a red frame is drawn around its Health and Stamina bar on the top right companion list.
When moving the target cursor over a companion in the examine- and autopilot -modes, the companion's number is shown after its name, and its row is framed in the companion list.
Inventory / item changes
The item type filter and the text filter are maintained when switching between companions. Selector position too, if possible.
When the selector is on a potion that can be transferred to a companion, the amount that each companion has of that item type is displayed on the top companion list over each companion's image.
Removed the "jewellery" item type as no items were ever added to that group, and added an own group for books.
Now that the item groups have changed, inventory group filtering also changed, e.g. devices can are now filtered with F5.
Potion of Invulnerability: no longer lists all the resistances in the left sidepanel, instead just "Invulnerability" is listed.
Potion of Life: no longer restores Health if there's a map-wide withering effect active. Can still be usable as it cures poison and disease, gives immunity to those and (personal) withering for the duration.
Previously there was a change that a regular +0 ammunition survived the ranged attack and was put on the floor, but now that happens only upto dungeon floor 5. Enchanted or special ammunition is never reusable.
Fixed a bug where the coating of a melee weapon was used even though there was not hit on the target.
Fixed a bug where companions' equipment could be incorrectly marked as "set by player".
Changing weapons through quickslots now change to the weapon's original weapon set.
Pressing a quickslot of an item that is currently equipped no longer unequips it.
Other
Fixed an autoexplore bug where it piloted through a blocked area if there was a locked door in it.
Die Hard -related bug fixed.
Fixed a bug where ranged attack line of fire wasn't properly calculated. In certain scenarious you could fire from point A to point B, but not vice versa. Hopefully it's finally symmetric now.
Fixed a bug where the command counts in the obituary didn't register certain keypresses made in the examine- and autopilot-modes, mainly companion commanding, and area blocking and unblocking.
New setting: "Autoammo default": meaning just that, the default setting for autoammo for new games.
New setting: "Auto open door after disabling lock": Automatically open door after successfully disabling its lock. The game has of course always done this, but there can be some use of not opening the door automatically, like turning off your lantern before going in, and so on.
Changed alignment of the cyclops from neutral to evil.
Obituary file now has the ascension date on each ascended character and companion.
Other small tweaks here and there, and several typos fixed.