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- Update v1.1.0 Changelog:
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- Conversations & Quests:
- • Fixed an issue where Flawed Simulacrum cannot be resolved if player obtains and uses the Chronal Transference Device before persuading Finzin.
- • Fixed an issue where Manth Pa states that Crooked Qeek is dead when she is alive, and alive when she is dead.
- • Fixed an issue where Rhin does not join party during the endgame if the Last Castoff says that they do not need her help and then changes mind after.
- • Fixed an issue where Wayward Son does not start if player resolved the Ashen Imitation quest and talked to Loss-of-self after turning off probability engines.
- • Added additional protection against conflicting cutscenes during Ris fight.
- • Cleared Ioxu's AI during a cutscene to prevent issues with it hanging.
- • Removed waits on Omahdon's cutscene to avoid getting stuck.
- • Fixed option to create Forged Letter of Pardon not being present if Tybir was recruited after obtaining Letter of Pardon.
- • Herja can no longer be sent to Decanted if Preservation of Beauty complete.
- • Salimeri now correctly offers additional reward only if you didn't destroy all the Peerless drones.
- • Fixed an issue where Beloved Slave could not be resolved if Rhin was recruited and dismissed before starting it.
- • Fixed an issue where Zaofi would get stuck chiseling during Rhin's cutscene, which could freeze gameplay.
- • Fixed an issue in the Reef of Fallen Worlds where some tar blobs would vanish prematurely.
- • Fixed an issue where players could acquire a duplicate company standard for Artaglio.
- Gameplay:
- • Players can now advance to Tier 5 and Tier 6, allowing players to spend their Experience Points more in the later game.
- • The Last Castoff can gain abilities from other character types at Tiers 5 and 6.
- • Remove all non-gameplay Fettles from companions when they're removed from the party. This should prevent certain freezes from occurring.
- • Fixed an issue wherein it was difficult to interact with Gar-koto using a controller.
- • Adjusted Crisis AI to prevent enemies from clumping around a single target. This should reduce cases where enemies would all rush a single target at the start of a fight.
- • Adjusted enemy Initiative values across the game.
- • Ensure edge boundary disables when switching input modes.
- • Cypher Sickness initialization is now delayed until after Equipment initialization. This should prevent issues where loading a save file • where equipment was preventing a cypher explosion would cause input to freeze up.
- • Fixed issues with combat in the Bloom Heart Exterior and the Anechoic Lazaret.
- • Player characters can now equip/unequip items on their turn in combat.
- • Adult Rhin now correctly uses her own attitude value, rather than child Rhin.
- • Collision trigger hazards only use interrupts when set to do so.
- User Interface:
- • Added the Voluminous Codex. This new stretch goal feature unlocks lore and character entries as you explore the game world.
- • Added a new user interface element to the Inventory Screen which makes it easier to view companion attitudes toward the Last Castoff.
- • Added a new user interface element to the Common Panel which better messages the Last Castoff's current Legacy.
- • Added zoom in/out key binding to the Options Menu. This allows players without mouse wheels to remap the zoom functions.
- • Fixed a text overrun issue on the Ability Info Window.
- • Item and Ability quick menus should have their states correctly retained when deactivated/reactivated.
- • Fettle icons on the HUD portraits should now immediately appear when applied.
- • The Crisis Objectives Window should no longer block mouse input when hidden.
- • The Crisis Objectives Window is now anchored to the side of the HUD to prevent it from appearing too close to the center of the screen in ultra-wide resolutions.
- • The keybind display in the Journal Screen should be correctly re-localized when the language is changed.
- • Fixed button text overlap in the credits screen.
- • Fixed a couple of issues that would lock up Effort level selection in certain circumstances.
- • Fixed font sizing bugs in multiple spots.
- • Improved Free Combat Camera focus.
- • The skill selection panels in Character Creation should now reflect skill changes caused by selecting a Descriptor.
- • The Quick Menu buttons on the HUD should now be disabled when there are no available items/abilities.
- • Fixed collision on Quick Item buttons to make clicking them more reliable.
- • Item quantities should now be displayed for items in the Quick Menu.
- • Fixed an incorrect edge case comparison in conversation MarkedAsRead calculations.
- • It should now be possible to buy cyphers by dragging them into the cypher inventory on the Trade Window.
- • Unconscious characters should no longer show up in the Trade Window.
- • The Crisis turn element should now be cleared when loading a game, preventing it from staying up in rare cases.
- • The Increase Tier Window should be correctly cleared when transitioning to a different scene.
- • It should no longer be possible to use combat abilities while in a conversation during a Crisis.
- • It should no longer be possible to discard equipped items during Crisis gameplay.
- • Cyper Limit should correctly update when equipping/unequipping items.
- • Fixed an issue with object selection scrolling on the Options Window dropdown elements.
- • Addenda from inactive quest states should no longer trigger quest notifications.
- • Map Window POI label text should now appear above the POI icons.
- • Offscreen object pointers on the HUD should no longer block input while hidden. This fixes rare cases where loading a save file could block camera movement and input.
- • Removed old code from Mere Window background that was causing it to explode.
- Sound:
- • Added show/hide sound effects to the Loot Window.
- • Improved sound effects on Lurker Bite attack.
- • Improved sound effects in various places during Memovira's Fortress sequence.
- • Oom sounds and "voice" added.
- • Music adjusted in several scenes.
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