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Releases: Freiling87/CCU

CCU 1.4.0

02 Mar 00:05
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v 1.4.0

  • Dependencies
    • BunnyLibs: 0.1.0 (Added) - This is a set of features I use in all my mods, so they'll likely all require it going forward.
    • RogueLibs: 4.0.0 (Updated)
  • Feature Additions
    • Spanish localization! Huge thanks to GenEric for his hard work and great sense of humor!
    • Agent Default Goals:
      • Electrocuted
      • Electrocuted (Permanent)
      • Frozen
      • Frozen (Fragile)
      • Frozen (Permanent)
      • Random Teleport (Duo)
      • Random Teleport (Gang)
    • Designer Traits
      • Behavior
        • Vigilance (group): Determines how the agent reacts to sound, in regards to investigation and property.
      • Interaction
        • Pay Big Quest: NPC accepts Slum Dweller Big Quest payments. Made the text more neutral (doesn't say it's to pay for a home), to accommodate custom lore.
      • Passive
        • Ghost:
        • Plot-Critical: Players explode if this agent is neutralized.
      • Permanent Status Effects
        • These were slated for Resistance HR, but by request I've added Designer versions here. It should cover most or all of the vanilla status effects.
  • Tweaks
    • Second-tier traits ("+ traits") are now only available in the character creator in the Designer Edition. This part of the game is pretty hardcoded, so making this change resolved several bugs.
    • Immovable is now a Player Trait. Get ready to not get moved.
    • Agents spawned via Friend Phone will now re-roll their appearance if they have the traits for it, since they're not canonically clones. And have you ever met someone whose friends all looked like them? Creepy.
    • Scumbags are no longer automatically Guilty. Not because of due process or anything.
    • LOS Behaviors: Eat Corpses & Suck Blood no longer require a matching Special Ability. Pick Pockets still requires Sticky Glove.
    • Random Teleport Scene Setter will no longer place NPCs close to the starting elevator. We'll have to devise new ways to spawnkill you.
  • Bug Fixes
    • NPCs should now answer doors properly, instead of stopping short of interaction range like you're a doodoo salesman.
    • Upgrading traits no longer leaves the base trait. That's right, you lose who you once were. Try not to let a wistful tear make you step into a crusher trap.
    • Previously fixed vanilla bug, but now documenting: Broken objects should no longer drop bugged items with "E_" in the name.
    • Indestructible NPCs with Explode on Death now properly gib when they explode. Emergence is a bitch sometimes.
    • Agents with a Scene Setter applied are now ineligible for secret Shapeshifter uh... insertion.
    • Language system no longer blocks interaction in Home Base. As far as I'm aware, all this did was cause a conflict with the Chaos At Home Base mod. Well, now you can talk to that one Werewolf again. I'm sure he's relieved too.
    • Language Teacher interactions should work properly now. NPCs weren't doing some kind of Weinstein thing, the menus were just not working.
    • Zombified characters now properly copy appearances. Previously they would copy their appearance from the saved version of a custom NPC, causing appearance-rolled NPCs to suddenly match appearances when they become zombies. This one was a sumbitch to fix, so you'd better make 10 campaigns that use it.
    • Bomb Processor & Watergun now have proper prices in custom shops.
    • Shelved bugs (WILL NOT BE FIXED):
      • Concealed Carry works inconsistently with NPCs Sitting/Sleeping/Dancing.
      • Reloading the game and continuing from a save will likely break any modded content. This is a limitation with RogueLibs and out of my control.
      • The Character Select screen's "Ctrl - Randomize Appearance" function is broken. This is simply too minor for me to give a shit about.

CCU 1.2.0

01 Jul 02:11
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  • Compatibility
    • Verified compatibility with SOR v98
  • Bugfixes & Tweaks
    • Character Select no longer freezes when clicking an empty slot.
    • Vendor Cart "Operating" sound effect now plays for the correct duration.
    • Fixed Investigateable text showing hidden string ("investigateable-message:::").
    • Shops with Shoddy/Shiddy Goods no longer set Tasers to -1 quantity.
    • Ammo-related traits now give free ammo to NPCs with items added in the editor, rather than just items added through the Loadout system.
    • Indestructible now compatible with vanilla (Meat) Gib Type.
    • Permanent Hires no longer occupy a hire slot after death.
    • Tubes are now only valid containers for Hidden Bombs if they are within a Computer or Power Box's shutdown range.
    • Melee Maniac + now improves melee attack speed by 48.5% instead of 50%. This prevents the animation from clipping through targets.
    • Containers holding Money now generate correct quantities.
    • Scene Setters restore correct Owner ID to agents after taking effect. This bug had mainly manifested with Yellow agent names after Random Teleportation.
    • Item-modfying traits now correctly apply their affect when gained mid-game.
    • Accident-Prone: Extended behavior to walk into Killer Plants & Laser Emitters
    • Crusty: Will now use Alarm Button when fleeing from combat.
  • New Features
    • Items
      • Rubber Bullets Mod: Knocks out targets at 10% HP, kills at -10%. Pacifists can use Rubber Bullet guns. Not balanced!
    • Designer Traits
      • Appearance
        • Dynamic Player Appearance: Allows appearance variation when using the class as a player. Currently, appearance is only rerolled on starting a new run, but I plan to add a little more control over this in the future.
        • Fleshy Follicles: Matches hair color to skin color.
      • Cost Scale
        • Less-Ish: -25% on all costs
        • Little Steep: +25% on all costs
      • Combat
        • Toughness traits: Modify NPC willingness to fight tough odds.
        • Mag Dumper: Agent uses rapid fire for longer.
        • Melee skill traits: Modify attack frequency.
        • Gun skill traits: Modify attack frequency.
      • Interaction
        • Teach Languages: Teaches any language they know, for a cost.
      • Passive
        • Indomitable: Immune to mind control
        • Suppress Status Text: No Status Effect text popups.
      • Senses
        • Keen Ears traits: Various traits that determine how sensitive the NPC is to sound, and how they react to it.
    • Player Traits
      • Trait Categories: There's a hidden system in the game which chooses your trait options on level up based on your existing character. I've added Trait Categories to all Player Traits to hook into this system. You should get more relevant trait options from now on.
      • Gun Nut: Agent automatically applies a mod to all eligible guns.
        • Accuracy Modder
        • Ammo Stocker
        • Rate of Fire Modder
        • Rubber Bulleteer
        • Silencerist
      • Knockback Peon: Reduces knockback, making followup attacks easier.
      • Speaks Undercant: A language for subterranean outcasts and criminal networks. Thieves and Cannibals speak it by default.
    • Language System: Added some dialogue regarding various language gaps. I plan to do a lot more work on this system to flesh it out, and gate it behind a Mutator.

CCU 1.1.0

20 Jan 22:07
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  • Feature Additions
    • Character Creation Interface
      • Added CCU traits are now listed in a separate section of the character's trait list, sorted by name.
      • Traits are now auto-sorted according to the mode selected on the Traits screen (Name / Value).
    • Systems
      • Appearance: You can now randomize the appearance of custom NPCs through a trait interface. Details here.
      • Loadout: You can now define custom randomized inventories for NPCs through a trait interface. Details here.
    • Traits
      • Behavior
        • Concealed Carrier
      • Hire Duration
        • Homesickless
        • Homesickly
        • Permanent Hire
        • Permanent Hire Only
      • Inventory
        • Infinite Ammo
        • Infinite Armor
        • Infinite Melee
      • Loot Drop
        • Blurse of Midas
        • Blurse of Softlock
        • Blurse of the Pharoah
        • Blurse of Valhalla
      • Merchant Stock: Various modifiers for the quantity/durability of sold items.
        • Clearancer
        • Masterworker
        • Masterworkerer
        • Masterworkerest
        • Shiddy Goods
        • Shoddy Goods
        • Wholesaler
        • Wholesalerer
        • Wholesalerest
      • Merchant Type: Selecting multiple types will now combine inventory random-choice pools rather than just selecting one of them.
        • Burger Joint
        • Sugar Shack
      • Player Traits
        • Ammo Cap
          • Ammo Amateur
          • Ammo Artiste
          • Ammo Auteur
        • Armor
          • Myrmicapo
          • Myrmidon
        • Melee Combat
          • Melee Maniac
          • Melee Maniac +
        • Ranged Combat
          • Pants on Autofire
          • Trigger Happy
          • Trigger Junkie
      • Relationships
        • Cool Cannibal no longer gates Merchant interactions. I'll be adding some special gates to those later on.
        • Hostile to Vampire: Now applies hostility against anyone with the Suck Blood behavior trait.
        • Faction trait breakdown: Combining these in the 0.1.1 update was admittedly a mistake. Due to feedback I've split them back up. As usual, you won't have to update your characters if you're okay with the replacements.
          Note that Alignment & Hostility traits will still technically work like factions, treating an Aligned agent in some situations as if they were the class they're aligned with. E.g., Hostile to Blahd will be hostile to Aligned to Blahd.
          For each entry below, characters with the trait on the left will have it replaced with the trait(s) on the right.
          • Faction Blahd Aligned → Aligned to Blahd, Hostile to Crepe
          • Faction Cannibal Aligned → Aligned to Cannibal, Hostile to Soldier
          • Faction Crepe Aligned → Aligned to Crepe, Hostile to Blahd
          • Faction Firefighter Aligned → Aligned to Firefighter
          • Faction Gorilla Aligned → Aligned to Gorilla, Hostile to Scientist, Specistist
          • Faction Soldier Aligned → Aligned to Soldier, Hostile to Cannibal
    • Default Goals
      • Random Teleport
    • Objects
      • The Vendor Cart is no longer accessible as a normal container. It requires an operating bar to access, and will make a small noise that might alert the owner as you ransack it. Sneaky/Silent Fingers both apply.
    • Items
      • Class-A-Ware: Scan NPCs to see their full trait lists, and gain XP in the process. A QOL addition due to the increased diversity of NPC classes you'll see in CCU content.
  • Bugfixes
    • Level Editor
      • Fixed Vanilla bug that caused Investigateable (Sign) text to be copied between Objects.
    • Default Goals
      • Scene Setters are no longer interrupted by "Flee" behaviors.
      • Random Teleport no longer breaks the Scene Setter system.
    • Objects
      • Containers
        • Can no longer loot via hack - Lame!
        • Disabled redundant Open/Search buttons.
        • "Search" button no longer shows up on empty containers.
      • Investigateables
        • Computer no longer interrupts hacking interaction when Investigation text is set.
        • Investigate button no longer appears with blank text.
    • Traits
      • Addict: Increased damage that Withdrawal can do to NPCs. This is a tweak to an oversight in the vanilla code that made it have almost no effect.
      • Grab Everything: No longer grabs active traps, unless agent has Accident-Prone
      • Extortable: Multiple Extortables with Matching Owner ID in same chunk are now handled as a group rather than separately. Duplicate Extortion buttons eliminated.
      • Heal: No longer says broken dialogue when rejecting interaction
      • Language Speaker group: Removed from upgrade menu in Augmentation Booth. This is a planned feature that was meant to be postponed.
      • Rel Faction: Sharing faction animosity can no longer improve your relations with others.
      • Pay Cop Debt: Button text fixed.
      • Cost Scale: Now excludes Bribe for Quest Item.
      • Relationship: No longer affect Home Base
  • Fixes to Vanilla
    • Custom NPCs ranged and melee combat behaviors now scale normally according to their appropriate skill.

CCU 1.0.0

10 Aug 19:12
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Tons of bugfixes and new content! Change log is linked in readme.

CCU 0.1.0

29 May 17:07
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This release has 150+ traits which allow you to define custom NPC behaviors.