[p]Hey folks,[/p][p]We put up a new, experimental branch (lang-experimental) for testing a total rewrite of our text generation systems. This was done to support our efforts to localize
Caves of Qud. We don't have any new languages to test yet; we just want to test the framework. If you're interested in helping out, keep reading![/p][p]We'd just need players to play the game and see if anything is off, particularly with text. It's best if you play without any mods enabled. UNLESS you yourself are a modder and want to test your mod's compatibility. In this case, try playing with just your own mod enabled.[/p][p]Though we will create automatic backup files, we recommend manually backing up any saves you plan to upgrade. The upgrade is one way to this newer version and may be incompatible with future releases of this branch.[/p][p]The patch includes a lot of modding impact and also some small new usability features. Patch notes below.[/p][p]Live and drink.[/p][p][/p][p]212.17[/p]
- [p]You can now add items to your ability screen and hotbar. To do so, interact with the item and choose "add custom ability".[/p]
- [p]You can now hold Shift to access the next page of your ability hotbar.[/p]
- [p]Disease progression messages are now colored in the message log.[/p]
- [p]Companion encumbrance is now visible on the Trade screen.[/p]
- [p]The Wait menu now acts more like other dialog menus.[/p]
- [p]Programmed recoilers now more accurately reflect their target zone's name when the zone shares a parasang with a named location.[/p]
- [p]Holding Shift now causes the scroll wheel to go faster on the Trade creen.[/p]
- [p] Soup sludges now react with cloning draught on the ground.[/p]
- [p]\[modding] The internal string format is now UTF16. This means any characters you were using from CP437 in your .cs files need to be converted. ConsoleLib.Console has a CP437 class with helpers. XRL.Language.TextConstants has helpers for getting the correct unicodes for symbols, and TextConstants.xml has the correct unicodes for XMLs.[/p]
- [p]\[modding] The XML files from mods now also support loading UTF-8 characters (though default to parsing as CP437 still). To enable this feature for your files, use Encoding="utf-8" on the root node of your XML.[/p]
- [p]\[modding] Many new XML file types have been added.[/p]
- [p]\[modding] Many old XML file types are now more mergable.[/p]
- [p]\[modding] GameText, ReplaceBuilder, and VariableReplacers have been supercharged with a lot of new tech.[/p]
- [p]\[modding] New utilities to test VariableReplacers have been added to the Histographicnomicon in the Modding Toolkit and are also available via wishes "testreplacers" and "testlangreplacers".[/p]
- [p]\[modding] There is now an ExampleLanguage folder in StreamingAssets that has example files for localization.[/p]
- [p]\[modding] There is now an XRL.Language.Strings interface for fetching static or template strings with _S and _T.[/p]
- [p]\[modding] Many APIs now use our own TextBuilder instead of the C# StringBuilder. It should be API-equivalent.[/p]