Tomb of the Eaters Feature Friday - April 24, 2020 (beta branch)
Tomb-related notes:
General notes:
- We added more polish to the crematory.
- Redesigned the columbarium.
- Added ASCII art to the look screen for urns.
- Urn dusters now walk around dusting urns in the columbarium.
- Fixed some bugs with the interaction of various crematory objects.
- Added a visual effect for when objects are pushed by industrial fans.
- Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
- Edited the ASCII glyphs for the entire crematory.
- [Redacted]
General notes:
- You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
- You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
- Offhand attacks work again.
- Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
- Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
- The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
- Force fields you can pass through no longer interrupt automove regardless of their source.
- Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
- Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
- Temporary items can no longer be used as tinkering components.
- Improved the grammar in "you pass by" messages.
- Fixed a bug that caused Rebuke Robot to fail way more often than it should.
- Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
- Fixed a bug that caused the 'Tweet this character build' button to not work.
- [debug]Added a new wish, "factionencounter:", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter::" and "factionencounter:::".
- [modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
- [modding] Self-closing tags in the XML no longer skip the next mutation when they're loaded.
- [modding] The new blueprints loader no longer crashes when given an with no Value (it assumes 0 instead).
- [modding] Added Transform > Flip Vertical to the map editor.
- [modding] Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.