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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.