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This is a list of changes from v4.1.0.0011 to v5.0.0.0040 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Check the documentation for more details on the functionality of added data properties. Modding Patch Notes for v5.0.0.0040 Looping AttackBaseVisualEffects are now supported for all events rather than just AnimEvents. The effects are stopped on Impact. Added ExperienceTableComponent.TrapLockXPIncrements Added HostilityType.HostileEver Added TacticalModeSettingsComponent Added CombatSettingsComponent.MinimumRollToGrazeTactical, MinimumRollToHitTactical, MinimumRollToCritTactical Added AttributeComponent.TacticalOverrideBonusesFormatString Added CharacterStatsSettingsComponent.AttributeTacticalStrideMultiplier Added DamageData.TacticalMinimumOverride / TacticalMaximumOverride Added GenericAbilityComponent.ShowStatusEffects Added StatusEffectDurationType.UseDuratonUnadjusted Added GenericAbilityComponent.RandomizeStatusEffect Added AIBehaviorDataComponent.CanEngage Added AICombatMoveComponent.AbortIfImmobile Added AIMoveComponent.AbortIfImmobile (Community Request) Added IsAnyWeaponEquipped conditional (Community Request) Added IsAnyWeaponEquippedInSecondarySlot conditional Fixed a problem where oei_this was not properly initialized when checking soulbound advancement conditionals. (Community Report) Fixed a problem where ModScriptHooks sometimes did not work correctly when loading very old savegames Fixed a problem where scripts or conditionals that were called recursively would not receive correct values for special GUIDs Thanks for working with us to make this game even cooler and more fun! I'm looking forward to seeing where you take it in the future.
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This is a list of changes from 2.0.0.0029 to 2.1.0.0034 that specifically affect modding the game. Thanks for your feedback and suggestions - we'll continue to implement more of these in the future. The patch notes for other changes to the game can be found here. Modding Patch Notes for 2.1.0.0034 Added a new game data type ModScriptHookGameData, which can be used make some modifications to scenes with a mod. For more information, see this tutorial. Mod data that doesn't affect gameplay (atlases, portraits, strings, images) will be loaded when playing God Challenges Mods will not be marked as Incompatible unless a game version since the mod's Max Version is marked as breaking Added support for loading portraits from mod override folders. The portrait images just need to be in '/gui/portraits/player/male' or '/gui/portraits/player/female'. Added support for uploading and consuming mods via the Steam Workshop. For more information, see this guide. The game will now load *.globalvariablesbundle files from mod folders. (Breaks Enchant UI) Added PrerequisiteItemMod, CostByValueMultiplier, Double2HIngredientCost to RecipeComponent Items no longer must have an existing item mod on them to be enchanted PrintInstance console command copies the printed GUID to the clipboard Added InverseHealth to StatusEffectValueType enum Added FogRevealRadiusBonus to StatusEffectType ProjectileCountMult status effect now works with the AttackFilter Added TargetType to StatusEffectAttackFilter Added conditional scripts IsUnarmed, IsEquipmentWearEnabled, IsImmobile, IsUnique Added scripts FadeInChildGameObjects, FadeOutChildGameObjects, EncounterStartWave Added BindConditions to SoulbindComponent Added CopyOwnerAbilities to AttackSummonComponent Added DualWeaponFullAttackDamageMultiplier to CombatSettingsComponent Added Prefab to CompanionComponent Added EnableEquipmentWear, FogRevealRadiusBonus, WellLitFogRevealRadiusBonus to GodChallengeComponent Added IsWellLit to MapDataComponent Added IsJunk to ItemComponent Added DurabilityDamage to ItemModComponent Added ItemRepairSettingsComponent Added ActivationPrerequisites, MustDieForCombatToEnd to SigilComponent (Breaking) Renamed MaterialReplacementComponent.OnlySkinnedRenderers to SearchSkeleton (Beta Bug) Fixed empty game version numbers in mod manifests breaking loading (Beta Bug) Fixed new game data objects from mods sometimes being incorrectly unloaded
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This is a list of changes from v4.1.0.0011 to v4.1.0.0023 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Check the documentation for more details on the functionality of added data properties. Modding Patch Notes for v4.1.0.0023 Added turn-based ("tactical") mode data. The game automatically converts most data for turn-based mode. You only need to use these properties if the game doesn't automatically do what you want. AttackBaseComponent.OverrideTacticalActionType GenericAbilityComponent.DescriptionTactical CharacterSubClassComponent.DescriptionTextTactical GlossaryEntryComponent.DescriptionTextTactical ItemComponent.DescriptionTextTactical StatusEffectComponent.OverrideDescriptionStringTactical AbilityDatabaseString.StringTactical StatusEffectTypeData.TacticalString Script conditionals: AvailableAction, AvailableMovement, IsCurrentActionType, IsInTacticalCombat, IsTacticalModeCurrenTurn [sic], IsTacticalModeEnabled Scripts: AIForfeitAction, AIForfeitActionAny, AIForfeitMovement, AIUnlockTurn, PassTurn Added StatusEffectComponent.InclusionConditions
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This is a list of changes from v3.1.1.0024 to v4.0.0.0033 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Modding Patch Notes for v4.0.0.0033 Enabling God Challenges no longer disables mods from loading. The game will now show a useful error message when uploading a Steam Workshop item fails because the preview image is too large or the user is out of Steam Cloud space for the game. Re-added the field UnlockableAbility.Note (Breaking) renamed AttackForcedTarget.AnimalCompanionMaster to Summoner Added CombatSettingsComponent.InvocationChantDelay Added ConsumableComponent.RestType Added GodChallengeComponent.DisablesNewGameBonuses, OverrideMovers, ShipRankModifier, PerRestResources, RestrictHealthRegeneration, OnlyPreparedMealsRest, ObfuscateNumbers Added MoverComponent.RunSpeedChallengeOverride, WalkSpeedChallengeOverride Added WeaponAttackAbilityComponent.ProjectileCount Added RegionEnum.LAX01_Kazuwari, LAX02_TheDeadFloe, LAX03_TheBlackIsles Added StatusEffectType.DisableNonSpellActiveAbilities Added HasPlayerNamedFeature conditional Added IsCharacterInCombat conditional Added IsPreviousScene conditional Added IsSoulbound conditional (recipes only) Added AddWear script Added ForgetTarget script
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This is a list of changes from 3.0.0.0010 to v3.1.1.0024 that specifically affect modding the game. The patch notes for other changes to the game can be found here. Modding Patch Notes for 3.1.1.0024 Fixed game data reference properties in the documentation omitting the "ID" suffix from the property name. If enchanting an item would block the player from crafting multiple other enchantments, the names of every blocked enchantment are reported. Fixed conditionals named (Progression Table) failing or behaving strangely when previewing ability trees that utilized them. Added ConsumableComponent.SpoilHours Added GlobalDataReferencesComponent.SpoiledFoodItem Added GodChallengeComponent.FoodSpoils Added StatusEffectAttackFilter.HealthPercentage/HealthOperator, which require that the attacker's health be a certain value for the effect to be applied Added EconomyComponent.PetMeldingNoBonusCost Added EconomyComponent.PetMeldingWithBonusCost Added ChatterEventComponent.SelectHumorThreshold, IdleTimeThreshold Added AIBehaviorType.MoveToWaypointInCombat Added SpecialGenericAbilityType.FleeAbility Added OpenPetMelding script
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Hello Watchers! We come to you today with a new DLC, some new features for the Base Game, and a collection of fixes to some issues the community has reported. Please see below for the full patch notes of version 3.0.0 This patch is now live on Steam, GoG, and Origin! Build will go live on the Apple Store pending Apple approval. Patch Notes for 3.0.0 New Features & Updates Seeker, Slayer, SurvivorThe second DLC has the Watcher journey to the island to Kazuwari in search for some answers to a mysterious package... New Berath's Blessings - New and exciting blessing come in to add some interesting replayability to the Deadfire:Loaded Pockets - NPC pockets are filled with more and rarer items. Legendary Crew - 3 Veteran Sailors become available in the Kraken's Eye tavern, they are better than normal and cheaper than normal. Discount Craftsman - Crafting and enchanting costs are reduced. Mythical Discovery - Start with a Mythical Adra Stone in the prologue armoire (free upgrade from Legendary → Mythic Quality) New Ranger Abilities - Five new Ranger abilities have been added to the Ranger's arsenal of skills:Hunter's Claw - 2 Bond Full Attack, The first target hit with this grants +1 Accuracy vs the target's Race until Rest. Subsequent hits against the same race will increase stacks (up to +20). Resting clears all stacks and allows a different race to be chosen. Hunter's Fang - Same as Hunter's Claw, but also grants +1% Damage per stack. Beast's Claw - Same as Hunter's Claw, but also grants +1 Defense per stack. Bonded Fury - 3 Bond, Grants the Ranger's Animal Companion all 6 Tier 2 Inspirations, for 30s. Heart Seeker - 4 Bond, Primary Attack (Ranged Only) Fires an unerring ranged attack that strikes all characters in a line, dealing +100% Damage with +4 Penetration and Enfeebling for 20s. Megaboss Battles - Megabosses make their debut with the first to make their way into the game with the first boss included in the patch; The Crystal Empress! Test your mettle against one the toughest fights within the game.Location: Kill Camera - A new feature has been added to allow for some excitement to combat! Kill Cam will exemplify combat with key events! This feature will include options to customize how it works and can be found in the new Camera Tab of the Options Menu. Eothas and Galawain's Challenge - Two New exciting Challenges will be coming in with this patch from Eothas and Galawain:Eothas- The player must complete crit-path quests within a set game time or be met with a Game Over. Galawain - Beasts now contain random buffs that are defined at the start of the game, for the duration of the game! Can you survive these dangerous new changes? List of Buffs: New Community Pet - You all voted and the tallies are in! Nebula the Astral Bat is now available in game!Location: Recently Used Spells - Frequently used spells are now remembered and displayed in the UI, so searching through your high list of spells should be a little easier to manage. Resolved Major Issues Characters no longer get stuck in an endless animation loop when using certain abilities with Two-handed weapons. AI Options for Ghost Animal Companions now work as expected. Many older saves that were not working previously due to conversation bundles now load as expected. Various frame-rate fixes for players that experience drops during extended play. The Enchanting Menu does not display when the Crafting Menu is opened. User Interface Mod Manager displays correctly in the Options Menu. The Producer's Sword shows up correctly for Mac Users. Alcoholic Beverages no longer display missing strings. Consumed resources for ships are displayed correctly. Galawain timers fixed to the correct time in early sections of the game. Adventurers in towns now show the correct data. The conversation window is no longer obscured if opened with the ESC button during a dialog. All interface layouts now display the UI notifications correctly. TEMP text no longer displays for Magran's Challenge. Menus no longer overlap in Ship Combat. Quests Director Castol has had his conversation fixed for typos. Systems Updates Full Attacks with recovery-based weapons and a firearm in offhand no longer have a 0 recovery time Rods now deal the correct type of damage when attacking with them. Attacking destructibles from stealth now properly removes stealth from the attacker. Auto-Attack As Default Action toggle has been implemented to AI Behavior. The Crookspur Vessel will no longer continuously attempt to engage retreating ships. Druid Shift forms no longer crash the game when inventory items are moved. Art & Visual Updates Portraits display correct images when playing the game in Linux. All Pets use the correct model that is expected. Spiritual Weapon VFX now properly aligns with the model. Orlans ears display correctly when wearing the Acorn Helm. Miscellaneous Data is no longer carried over from previous DLC playthroughs. Performance no longer drops when viewing Spiritshift model forms in the Inventory Screen. Crew member models no longer spawn at the same point simultaneously. Ikiuq Crew member now displays his correct model in game. Loading a save after a character dies in combat no longer results in an infinite load screen for Mac users. The default text box displays in the selected language at launch. Combat Log displays in the language selected when changed in game.
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This is a list of changes from 2.1.0.0034 to v3.0.0.0010 (currently on the BETA branch) that specifically affect modding the game. The patch notes for other changes to the game can be found here. We're putting more time into some big new features for the next few patches, so modding isn't getting as much new functionality as it has in the previous ones. There are a few fun new possibilities, though, such as a status effect type that can allow party members to equip pets, and some more attack and status effect validity conditionals. Modding Patch Notes for 3.0.0.0010 All languages now use the same font asset, which contains all the characters from all the supported languages. That means these characters can be used in any game text without switching the font with TextMesh Pro tags. Added AttackBaseComponent.AttackValidityConditional Added AuraAbilityComponent.AffectedTargetConditional Added RaceComponent.IsKith Added ShipCrewMemberDataComponent.VisibilityConditions Added SubraceComponent.CanHaveHair, HasFaceCustomization Added StatusEffectAttackFilter.Race, IsKith Added GenericAbilityGameData.GrantedViaScript Added StatusEffectEventType OnSuccessfulInterrupt Added ShareTargetTypes.NoPartyMembers Added StatusEffectType.AllowPetSlot Added RemoveAllItemsFromObject script
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Hello Watchers! Today, at 10 AM we are launching our v2.1 Patch on Steam, GOG, Origin, and The Apple Store. Below are the new features, updates, and fixes for this patch. A special thank you to all our patch beta testers for helping us get this update out to you all! New Features & Updates Shroud of the Phantasm - A new community-designed cape, the Shroud of the Phantasm seems to grant the wielder the favor of Wael, though the will of the God of Secrets is all but impossible to discern for certain. Wearers gain the ability to manifest illusory duplicates and are rarely, if the God of Secrets is watching, struck with bolts of understanding capable of turning the tide of battle. You can find this magical item hidden within Berkana's Observatory. Ability Tree Preview - Thanks to our programming team, the Class Ability Tree can now be viewed outside of the level up screen! This can be done from the Inventory/Character Sheet UI, or when recruiting a new companion. New Magran's Fires Challenges added - New challenges and old favorites have been added for players that want a difficult experience with a twist. These challenges can be found by clicking the head of Magran at the bottom of the Title Menu. Skaen's ChallengeThe Fog of War is greatly reduced around the Player's Character. Torches can help increase the vision area. Abydon's ChallengeWeapons and Armor now degrade during adventuring. Weapons and Armor can be repaired for a price through the Enchanting Menu. Enchanting UI UpdateThe Enchanting Menu has received a visual re-work. Enchantment progression paths are now much clearer, and it should be easy to tell if a new enchantment will replace or rework an old enchantment. Steam Workshop Mod Support - Mods will now be supported through the Steam Workshop page. Check it out to see what unique changes the community is bringing to the world of Eora! Audio Combat Remixing - Our audio team has remastered in-game combat sounds, resolving a suite of bugs and generally improving the game as per community feedback:Combat Chatter now provides more critical feedback and is easier to understand during combat. Creatures have been tuned to spam sounds less Ability audio has been tuned to react to other sounds (i.e. gets softer when combat chatter is playing) And much more! New Backer Items and Pets - Additional Backer Pets and Backer Items have been implemented to the game including:5 Backer items added (Locations in spoilers):Amra (Battle Axe) Karaboru (Great Sword) Outworn Buckler (Small Shield) Harmony (Ring) The Mung Bean's Mouth Organ (Neck) 14 Backer Pets added:Names and Locations in Spoiler The following were added last patch, but missed the patch notes:ItemsCog of Cohh Magran's Blessing SpellsJernaugh's Equalizing Burst Zahndethus' Draconic Fury Resolved Major Issues FPS degradation over time that was introduced in v2.0.1 no longer occurs. Party companion portraits are now saved after restarting the game. Items are no longer duplicated when using the Quickload feature during item transactions. Modals appear when a weapon is copied into a character's main hand. Pillars of Eternity 1 saves are now recognized across all supported languages. AI/UI Changes Auto-attack and Swap Weapon set AI actions now properly adhere to the cooldown value set in the Behavior Editor. Auto-Pause feature for Spell Cast no longer triggers for Passive or Modal abilities. The Behavior Editor no longer displays two different layers at once. "Daily Wages lost" will no longer appear multiple times after a game load. Money qualifiers are now always displayed in dialogue choices. Ornaments will no longer shift when looking at UI Menus. Fixed scrolling issues when selecting abilities and conditionals in the AI Behavior Editor UI. World Map and Ship Changes Extra unusable ship supplies will no longer show up in personal inventory. Crew members no longer spawn in the same space in the scene. Hitting Cancel when naming an island will no longer set the island name to default. General Changes The correct Hollowborn choices from Pillars of Eternity will be reflected if the player chose to return the souls. Ranger Pets no longer teleport next to their owner on loading a save. Having higher intellect no longer penalizes effects that apply over time. Spearcaster displays correctly in German tooltip. Berath Blessing skill with Rogues now properly grants Sleight of Hand. Quests Beast of Winter DLC Changes Systems Updates GeneralEnemy rangers will not cast "Marked for the Hunt" indefinitely. Characters with the Blinded affliction are no longer susceptible to gaze attacks. There is no longer an Accuracy vs. Reflex check on the self damaging effect of Sacred Immolation. Characters with max perception cannot detect hidden items in the Fog of War. Allied Chanter Summons will no longer be Charmed if the Watcher is Charmed. Weapons now return to their correct state after Summoned Weapon effects end. Wild Orlans no longer have duplicate racial abilities. Berath's Blessing Skill bonus wording adjusted to mention bonus skills (not double), and Rogue now properly receives Sleight of Hand skill. Triple Crown challenge now explicitly states (albeit redundantly) that Path of the Damned is enabled. Now displays all three states and justifies its name "Triple" Crown. Costs will now show for abilities in level up and AI customization. Damage Shield effects now update their remaining health values when an affected character is damaged. Full Attacks made while dual wielding will now receive a -35% penalty to the damage they deal. Creatures Unique Items Classes BarbarianBarbarian Lion Sprint now properly clears its accuracy bonus after attacking and its effect will display on the portrait. Barbarian Crushing Blow now properly clears recovery on kill when wielding a ranged weapon. Berserker Spirit Frenzy now properly applies the Berserker self-DoT effect. ChanterChanter Dragon Summon now has a proper string description for Tail Lash. CipherCipher's Wild Mind miscast damage per Focus has been halved. DruidPollen Patch now heals for the correct values Tekehu's Watery Double Spell will now properly copy Tekehu's equipped weapons. Tekehu's Watery Double will now cast watershaper spells in select situations. FighterFighter Take The Hit Discipline cost reduced from 2 to 1. Fighter Inspired Discipline Cost from 4 to 3. Fighter Power Strike Bonus Damage increased from +100% to +200%. Black Jacket no longer loses Constant Recovery, but instead receives less healing from Constant Recovery's effect. Fighter Penetrating Strike Bonus Penetration reduced from 4 to 3. MonkBlade Turning only affects hostile spells and does not negate abilities like Greater Lay on Hands. PaladinPaladin Sacred Immolation (and its upgrades) base self-damage reduced from 43 to 32. Paladin Reviving Exhortation (and its upgrades) Health lost reduced from -150 base to -100. Paladin Reviving Exhortation (and its upgrades) reduces from 4 zeal cost to 3. Paladin Hastening Exhortation (and its upgrades) reduced from 3 Zeal cost to 2. RangerRanger Revive Companion (and its upgrades) Bond Cost reduced from 3 to 2. Ranger Takedown (and its upgrades) now also receive +25% Bonus Damage. RogueRogue Sap and Perplexing Sap now use the Pommel Strike animation and their interrupt has been upgraded to Prone. WizardKalakoths Freezing Rake now has the correct ranged radius at the caster's feet. Llengrath's Safeguard now properly triggers when the caster's HP threshold is below. Wizard Eldritch Aim cast time reduced from Average to Fast. Characters permanently petrified by the 9th level Wizard spell "Petrification" are destroyed when combat ends. Two Unique Backer Spells have been added and are each contained in a unique grimoire:Zahndethus’ Dragonic Fury (PL7) Jernaugh’s Equalizing Burst (PL6)
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This is a list of changes from 1.2.0.0017 to 2.0.0.0029 that specifically affect modding the game. Thanks for your feedback and suggestions - we'll continue to implement more of these in the future. The patch notes for other changes to the game can be found here. Modding Patch Notes for 2.0.0.0029 Mods can now add new spell/ability and small item icons. See this tutorial. Mods can now add new languages to the game in mod folders (rather than just in the exported folder) by including "/localized//language.xml". Added IncompatibleWith property to CharacterSubClassComponent to mark a subclass as incompatible with particular subclasses from other classes. Added EquipConditionals property to EquippableComponent to prevent characters from equipping an item based on script conditionals. The game will not load any mods when playing in the Magran's Fires mode. ShowMods console command will show both the display name and folder name of the mod. Fixed the mod manager UI not correctly falling back to the default language when a manifest did not specify text for the current language. Added some information about GameObject InstanceID GUIDs to the documentation. The FindObject console command will also show the GUIDs of found objects.
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Hello everyone! Welcome to patch 2.0.0! This update Features the launches of both the Beast of Winter and Deck of Many Things DLCs. As well as many fixes and some balance changes. Below is a list of many of the fixes and changes that the community has mentioned. This Patch should be live on Steam, GOG, & Origin at 10 AM PDT. The patch will go live on the Apple Store as soon as it is approved by Apple. Build 2.0.0 Patch Notes New Features & Updates Beast of WinterThe first paid DLC that has the Watcher travel to Harbinger's Watch to investigate an ever expanding iceberg in the Deadfire Archipelago. Deck of Many ThingsThe fifth free DLC that includes a Junk that sails around the Deadfire selling magical items and goods. Magran's Fires - New challenges and old favorites have been added for players that want a difficult experience with a twist. These challenges can only be done on Path of the Damned difficulty and can be found by clicking the head of Magran at the bottom of the Title Menu. Triple CrownExpert Mode Trial of Iron SoloCannot recruit companions, sidekicks, or adventurers Berath's ChallengeAny party member Knocked Out for 6 seconds is Killed Cannot flee from combat Magran's ChallengeThe game cannot be paused The game time cannot be slowed Essence Interrupter - A new Hunting Bow created by you, the community, that has been infused with animancer technology to provide interesting effects to attacks. You can find this for sale in Henric's shop in Port Maje. Major IssuesFixed an issue where users would crash upon getting into combat with Cave Grubs. Fixed an issue where users would crash upon getting into combat with the Giant Cave Grub. Fixed an issue where users would crash after leaving the pre-Ukaizo god Scripted Interaction. Fixed an issue where some players could not turn in A Shrewd Proposition if Aeldys relocates to Dunnage. Fixed an issue where solo Rogues could instantly win ship boarding combat by using Smoke Veil. Fixed various issues where interactables would only highlight from certain angles or positions. Fixed an issue where some users would crash after declining to help Berath during the Prologue. Fixed an issue where a save file would be deleted if the player created a save, didn't move, then saved on the same file. Fixed an issue where leveling a companion could turn the player character into a duplicate of the companion. Updated many French, Italian, German, & Spanish strings UI strings that were still referencing Pillars I mechanics (such as Endurance instead of Health). Companions/CrewFixed an issue where Pallegina's Exalted Focus buff would stay on the party after she was removed from the party. Fixed an issue where the Crookspur Archer SI was only using Xoti's reaction even if she wasn't in the party. Fixed an issue where Monk Xoti was dealing less base damage than what was intended. Fixed an issue where some players would still see Baltia in Motare o Kozi as well as on their ship after recruitment. Fixed an issue where Mirke would come back to life if the player had killed her and later spoke to Aeldys. Fixed an issue where Aloth could gain infinite negative reputation with Serafen. Fixed an issue where the Watcher could gain infinite reputation(positive and negative) with Maia in a conversation with Fleet Master Okaya. Fixed an issue where Eder would still have dialogue on Vilario's Rest even if he was dead. Fixed an issue where players could ask Rekke about Eder even if Eder had not been recruited. A "Serafen wants to talk" option now appears after completing A Sorcerer and a Gentleman. User InterfaceFixed an issue where the skill assist tooltip progress bar was populating incorrectly on its first activation. Fixed an issue where Berath's Wrath would display incorrectly on character status windows. Fixed an issue where negative effects would permanently display a negative effect timer. Fixed an issue where some players would get a blank Enemy Defeated window after winning a ship battle. Fixed an issue where the Crafting UI would show players being able to craft more food than they have materials available. Fixed an issue where modals would not display active or inactive properly when one was on cooldown and another was clicked. Fixed an issue where skill indicators in Scripted Interactions would display when playing on Expert Mode. Fixed an issue where players could have more than the max value of ship supplies by looting the items and putting them in personal inventory. Fixed an issue where players could enchant items belonging to vendors while they were in the trade section of the store UI. Ship injury count label refreshes when a character recovers and on load. Quests AudioFixed an issue where Corrosive Splash was missing its sound effects.MiscellaneousFixed an issue where weapons would be removed from the third and fourth sets after level up. Fixed an issue where Wahai Porga was missing its stat block and hover tooltip. Fixed an issue where interrupts or disables could lead to weapons not rendering. Fixed an issue where spell casts would not cancel immediately upon combat ending. This caused issues with summoned weapons where players would have the ability to save then load the game and have the summoned weapons get stuck in slot. Fixed an issue where sigils would continue to pulse attack during cutscenes and conversations. Fixed an issue where characters would become transparent after swapping in normal weapons to replace summoned weapons in a weapon slot. Fixed issue with being able to pickpocket miscellaneous loot from Bertenno. Fixed an issue where weapon and shield effects would sometimes work when they were unequipped. Fixed an issue where Corrupted Blade enchant would not replace the Tainted Blade enchant on Hel Beckoning. Fixed an issue where Vailian Plate Armor was not displaying its unique appearance on female characters. Fixed an issue where one of the merchant vessels could not be engaged. Fixed an issue where Rotghasts could get stuck in an attack loop. Fixed an issue where monetary values were not appearing in dialogue when response qualifiers were disabled. Fixed an issue where "resting" NPC's were showing detection circles. Fixed an issue where the rightmost pirate lord chair in Balefire Beacon had more than one description attached to it. Fixed an issue where the Island Aumaua passive Among the Waves would persist outside of combat. Fixed an issue where Heavy Draw on Saint Omaku's Mercy wasn't scaling Survival properly. Fixed an issue where some NPCs in the Kraken's Eye were not playing their barks. Fixed an issue where weapon copies in player weapon slots would disappear when reverting from a shapeshifted form. Fixed an issue where the Ship Storm Scripted Interaction was using the Watcher's Arcana for the skill check instead of the chosen party member's. Fixed an issue where the Watcher's Blade was missing its description. Fixed an issue where the Watcher's Blade had a strange glow on its crossguard. Fixed an issue where Beakhead was displaying as Orbit for additional effects. Fixed an issue where some corpses in the Subterranean Temple were unlootable. Fixed an issue where some NPCs could be pickpocketed with 0 Sleight of Hand with no Party Assist. Fixed an issue where the points of interest on the RDC Imperial Command Lower map were not positioned correctly. Fixed an issue where the RDC Powderhouse upper door would remain locked after players exited the building via that door. Fixed an issue where players could use Constitution Inspirations as a source of healing in the Boa Hika Pass Scripted Interaction. Fixed an issue where some of the NPCs in the Imperial Command would not drop equipment upon death. Fixed an issue where players could gain infinite reputation with Huana and RDC from conversations with Tipa and Wetu in Sayuka. Fixed some pathing issues in the Deadlight Court. Various typo fixes. Systems UpdatesGeneralRe-enabed tutorial and glossary entry for Counters and updated their strings to match the current in-game behavior. Typed Afflictions that aren't given priority are considered top priority, (Petrified and Frozen now supersede Hobble, Immobilize, & Paralyze). Halved the bonus PL poisons receive from Alchemy and status effect damage scaling has been reduced from +10% / PL to +5% (in line with other damage scaling bonuses). Traps no longer show level scaling due to character level in their stat blocks. Slog Zones now reapply their effects to character in the slog on interval. CreaturesMagma Ooze emerge ability now displays a proper string when commanded to move during its emerge. Removed Will-o-wisp redundant resistance to dexterity afflictions when they were already immune to them. ItemsThaos' Headdress Intellect bonus from Authority no longer clears after attacking. Trollhide Belt and Ring of Regeneration now stack their effects. Effort's "Lacerating" and "Maiming" enchantments will now always properly apply their DoT effect when striking with the weapon. Duskfall and Kahua Hozi "Feather Light" mod now applies properly to each weapon if these weapons are dual wielded. "Of Intellect" effects will now properly stack if they appear in multiple item mods. Bardatto's Luxury Nobility and Untouchable are now visible in UI. Scroll of Wilting Wind no longer has a duplicate "Wind" keyword. Scroll of Tornado no longer has duplicate "Wind" keywords. All Scroll consumables have been given a keyword to properly recognize them as Spells. Blunderbuss "Inaccurate" mod now properly applies to blunderbusses held in the off-hand. Kapana Taga Unblockable, Removed unintended +4 base Accuracy bonus. The frequency of vanity pet barks has been halved. Magistrate's Cudgel will now properly show the Tier 2 lore description if the user has the item bound to the monk class. Blazing Fury, Wild Shot, and Wild Barrage effects will now clear if you switch weapons while their effects are active. Hel Beckoning's "Corrupted Blade" enchant now properly replaces "Tainted Blade". Watcher’s Blade will now properly unequip itself and update its icon when inspected and obtained. Drunkard's Regret now uses proper character reference when deciding if a hangover should occur. Saint's War Armor enchant paths are now properly mutually exclusive if you choose Rock Solid first. Classes:FighterFighter Charge now properly rolls against Deflection for its Stun effect. RogueRogue Persistent Distraction no longer clears all Perception Afflictions when the rogue disengages, it will now only clear its own effect. RangerRanger Companions attack speed Average Recovery -> Fast Recovery and their armor penalty has been reduced from a 0.6 factor to 0.8 (-25%). Stalker's Link accuracy bonus now properly only applies when the animal companion threatens the same target. MonkStunning Surge will no longer refund its cost twice if dual wielding and both attacks crit. PriestSpark the Souls of the Rightous now correctly rolls against Reflex when dealing damage. Priest Dismissal and Paladin Abjuration will revert to their direct damage mechanic when striking "Boss" enemies. DruidSunlance now has the "Fire" keyword. WizardMeteor Shower and Scroll of Meteor Shower now have the "Fire" Keyword. Citzal's Enchanted Armory Breastplate now has no recovery penalty. Ninagauth's Bitter Mooring now has the Frost Keyword. Wizard Subclass locked spell restrictions no longer apply to variants of wizard spells (such as Trickster, Priest subclass, and item granted spells). Concelhaut's Crushing Doom effects will now end if combat ends. CipherMental Binding now has the Mind Keyword on its base ability in addition to being on the attack. Puppetmaster base ability now has the Mind Keyword in addition to the Puppetmaster attack. Wild Leech now lists its targeted defense in its stat block. Cipher's Shackle should now properly grant resistance to dexterity afflictions. Previous Patch Notes 1.2.2.0033 1.2.0.0028 1.2.0.0017 1.1.1.0064 1.1.0.0035 1.0.2
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This is a list of changes from 1.1.1.0064 to 1.2.0.0017 that specifically affect modding the game. Thanks for your feedback and suggestions - we'll continue to implement more of these in the future. For full patch notes, see the thread Patch Notes for 1.2.0.0017. Modding Patch Notes for 1.2.0.0017 Added the Mod Manager UI, which is accessed from the Options window on the Main Menu. This UI allows you to view installed mods, enabled and disable them, and change their load order. Game Data Objects from mods can now partially override existing objects. Properties that a mod doesn't need to change can be deleted from the mod object and will be left unmodified. Some textures in the game can be added or modified via mods. The textures should appear at the specified path inside the mod's override folder (e.g. "Override/MyMod/GUI/InnIcons/icon.png"). PNG and JPG images are supported. Some textures that can be modded this way include: Large item icons (but not small ones) (ItemGameData.IconTextureLarge) Loading screen images (LoadScreenComponent) Inn room images (InnRoomComponent.DisplayImage) Vendor logo images (VendorComponent.StoreIconPath) Bestiary images (BestiaryEntryComponent.PicturePath) Scripted interaction illustrations (SetInteractionImage script) End-game slide images (SetEndGameSlide script) Ship portrait images (ShipComponent.ShipPortrait) (Breaking) Made it possible to add new classes via mods. Mods that change the following values will need to be updated. Removed CharacterClassComponent.Type CharacterProgressionDataComponent.HybridClassTitles moved to CharacterClassComponent.HybridClassTitles (on a per-class basis) AbilitySettingsComponent.ClassResourceConversionRates moved to CharacterClassComponent.ResourceConversionRate (on a per-class basis) Replaced StatusEffectValueType.Phrases/Wounds/Focus with generic StatusEffectValueType.AccruedResource. Changed AIDecisionTreeDataComponent.CharacterClass from enum to Guid Changed EquippableComponent.RestrictedToClass from enum[] to Guid[] Changed GenericAbilityComponent.AbilityClass from enum to Guid Changed StatusEffectComponent.ClassValue from enum to Guid Changed ClassProgressionTable.CharacterClass from enum to Guid Changed ProgressionPowerLevelRequirement.Class from enum to Guid Changed StatusEffectAttackFilter.ClassType from enum to Guid Changed StatusEffectDynamicValueAdjustment.Class from enum to Guid Exposed BaseMaxFocus, MaxFocusPerLevel, and StartingFocusRatio on FocusTraitComponent Fixed some syntax errors in base game gamedatabundles. Removed BackgroundComponent.Type Removed CharacterSubClassEnum Removed CharacterSubClassComponent.Subclass *.conversationbundle and conversation.manifest files can now be loaded from mod directories rather than only the root override directory.