v1.2: Anniversary patch! (Ability demos & new passive!)
It's been exactly one year since Kingsvein launched, so let's celebrate with a big new usability feature: ability demos! Now when you look at an ability in your class window, you get to see an example preview of it! There's also two new items and a new passive to play with, plus plenty of little bug fixes.
[h2]FEATURES[/h2]

[h2]BALANCE[/h2]
[h2]FIXES[/h2]
[h2]MODDING[/h2]
Thank you all for playing this weird little RPG this year - and thank you everyone who discussed, tested, modded, and helped others with Kingsvein! These patches wouldn't be possible without you!

[h2]v.1.2.01[/h2]
[h2]v.1.2.02[/h2]
[h2]FEATURES[/h2]
- New ability previews! Hover abilities in the class window to see a demonstration!

- New accessory, Shattered Heirloom, which powers up Defy Death, found in the Pale Ravine, but only for saves that haven't visited it yet
- New accessory, Lamprey Disc, which adds a debuff to shield attacks, found in the bottom of the Pale Ravine, but only for saves that haven't visited it yet
- New Titan passive, 'Full Power', which increases club, fist, and shield damage based on your HP

[h2]BALANCE[/h2]
- Fanger's 'Whiplash' base range increased by +1
- Marksman's 'Backscatter' primary shot base damage is now always 100% instead of starting at 80%
- Reduced most Knight and Mystic base ability XP costs to improve early game pacing
- Slightly increased XP reward for defeating Wisps
- Slightly increased average starting XP
- Remir now starts with Brave learned
[h2]FIXES[/h2]
- Advanced Tips section now mentions that damage always rounds up
- Fixed AI aiming Catalyze at empty tiles
- Fixed AI sometimes using the wrong weapon for their Counter
- Fixed NPCs being able to rank up Defy Death
- Fixed unnecessary delay when ending turn with Chilling Curse passive
- Fixed being able to cure Vixflies of their time limit
- Fixed tooltips not pointing at object
- Fixed Dendal saying his peaceful dialog when you attack after befriending him
[h2]MODDING[/h2]
- Fixed procgen items with toMake=; creating 'blank' items
- Reverted extra, unnecessary fReq check on ItemReaction actions
- Converted Zone.actors to MyDictionary for better error detection
- AI now ignores ActorValueAffecters with forActEvalPurposesOnly
- Added 'flying' actorValue that allows airborne movement. (Does not have any visual change)
- Fonts can now be added. Place an .xnb font file in a mod folder and it will automatically be added. (NOTE: it is extremely finicky about the correct type of .xnb)
- Modded abilities default to having no preview demonstration, but can be given one using the format explained in c_actions_knight.txt
Thank you all for playing this weird little RPG this year - and thank you everyone who discussed, tested, modded, and helped others with Kingsvein! These patches wouldn't be possible without you!

[h2]v.1.2.01[/h2]
- Fixed 1 in 100 chance of summoning an item (Spikes, Sigils, etc) failing
- Fixed Defy Death revive chance being inaccurate at 0 ranks
[h2]v.1.2.02[/h2]
- Fixed rare crash on loading a save that was made while Spikes are dealing damage
- Attempted fix for rare controller inventory manipulation crash