Features: - Added Tutorial for Town and Backpack - Show damage numbers based on calculated damagetype - New Mob spawn mechanism preventing mobs spawning outside of map - Piercing now shown on Melee weapons - Grasslands level visuals updated - Updated font - Added generic way of showing popups
Fixes: - Fixed weapon rotations on various weapons - Fixed Altar not unlocking upon starting a new game - Fixed stars not always being cleared out of storage - Fixed stats not being updated when selling items directly from the backpack - Fixed Cooldownreduction tooltip sprites - Fixed size grid not fitting inside tooltip window - Fixed cooldown issues of various weapons - Fixed health potions spawning in sets of 2 - Fix colliders on Grasslands
Balancing:
All - Prices updated based on rarity
Wooden Practice Sword - Min damage 6 (was 2) - Max damage 12 (was 4)
Blunt Mace - Min damage 5 (was 10) - Max damage 10 (was 20) - Range 8 (was 15)
Monk Staff - Uncommon (was common) - Min damage 8 (was 10) - Max damage 16 (was 20) - Damage type Holy (was Physical) - Range 8 (was 15)
This patch will improve and correct the SECS logic in the Command Module, improve lighting logic in the Lunar Module, and fix an issue where the game would crash to desktop if TrackIR is enabled in-game while the TrackIR device is not connected or TrackIR software is not running.
CM SECS and the EECOM stating in MOCR The CM SECS logic has been modified (no changes in procedures) and correctly mapped to telemetry. The telemetry can be seen on the EECOM station in MOCR as the VMLA, VMLB, VMQA, VMQB parameters. VMLA is the Logic Bus A, VMLB is Logic Bus B, VMQA is Pyro Bus A, VMQB is Pyro Bus B.
Adding integral and numeric brightness to CMC and LGC export I have added the numeric and integral brightness to the CMC and LGC data export file for use by external software and devices. This can be mapped to modify the brightness of the DSKY digits and the keyboard integral lights.
Lunar Module lighting I have improved the lighting logic in the Lunar Module, giving you more control of the internal atmosphere in the Lunar Module.
Some of the annunciator (P02) light colors has changed from RED to ORANGE, and the COMPNT lights has changed from RED to AMBER.
You will now need to, as per checklist, use the Anun/Num to change the brightness of the numeric, annunciator (warning light grid) and component lights.
I have also connected and improved the general lighting logic in the Lunar Module. Before, some lights were magically powered and always on regardless of EPS setup and cbs.
The Anun/Dock/Compnt cbs on Panel 11 and Panel 16 (reduntancy) controls the power of most internal lights. One of these needs to be in and the Anun/Num selector used to tune their brightness.
I have also connected the ANUN and NUM Override switches. If things are powered correctly, the override switch will set the annunciator and numeric brightness to max.
Command Module Lighting A lot of the lighting logic in the Command Module has been wired, however, I have improved the logic for the numeric selector to also set the brightness of the mission timers.
LEB:
MDC:
Special thanks to Folgers at the Reentry Discord server for help related to lighting power control.
Patch notes:
TrackIR (Blocking): Fixed another TrackIR init bug and added the TIR control panel GUI if error/issue is detected.
Mapping Pyro and Logic Bus A/B to VMLA, VMLB, VMQA, VMQB to EECOM station (MOCR)
Adding integral and numeric brightness to CMC and LGC export
LM: Corrected comp/anun lights
LM: Wired Anun/Num selector to digits
LM: Wired Integral to integral panel lights
CM: Wired Numeric selector to digits
LM: Connected additional light bulbs to EPS
LM: Connected P11_LTG_AnunDockCompnt cbs to the LM Exterior Docking lights
LM: Connected the Anun and Num override switches to the logic above
Hello everyone! Version 1.1 is finally live. This version introduces character customization. Customize Cacildes to your liking - change his appearance, name and avatar portrait!
The title screen will reflect this change also the next time you boot up the game! :D
There's also a language option in the menu to choose between English and Portuguese! :)
I've also taken the opportunity to fix many bugs and rebalance the game's item values a bit, to make the economy and trading more realistic!
Companions now will teleport behind the player if their distance to you is too long, and they won't collide with you anymore. Hopefully this will make your experience with companions more smooth!
Anyway, that is it for this big update. I hope you enjoy it :-) I plan to focus on expanding the game with more side-quests, maps and new stuff to do, so stay tuned!