Skip to content

CCU 1.4.0

Latest
Compare
Choose a tag to compare
@Freiling87 Freiling87 released this 02 Mar 00:05
· 1 commit to master since this release

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.