Changelog переписан под формат Nexus: строка = один пункт
Пользователь: "У тебя там много переносов строк, и каждый перенос отображается как отдельное изменение." Так и есть, проверено по разметке живой записи: Nexus заворачивает КАЖДУЮ строку в свой <li> внутри ul.arrowlist. Мой текст был разбит по ширине в 90 символов, поэтому на странице получилось 62 пункта со стрелками - половина из них обрывки фраз вроде "skill's level in a single byte, so everything above 255 was cut". Текст переписан: 16 строк, каждая - законченный пункт, переносов по ширине нет. Содержание сохранено, только плотнее: откат уровня и новая шкала, самопочинка сейвов, два индикатора, мир между подчинёнными, счёт убийств с благодарностью Derizor и Savion, непочиненная модель кинжала для Scarlettdruid, изменения порогов и блок "если приходишь с 1.0.1". Строки длинные (до 288 знаков) - это нормально, пункт переносится сам по ширине колонки, оставаясь одним пунктом. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Claude Opus 5
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FIXED: the Necromancy level was silently rolling back.
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FIXED: the Necromancy level was rolling back on every save. The game stores a skill's level in a single byte, so anything above 255 was cut back by 256 - recipes you had already unlocked could lock themselves again, and the tiers at 500, 2000, 3000 and 5000 could never be reached at all.
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Necromancy now levels once per 20 zombies, up to level 250 - the same 5000 zombies to the top, counted in a number the save can actually hold.
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The skill used to gain one level per zombie, up to 5000. The game, however, stores a
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Old saves repair themselves on load. The count of zombies you put to rest was never damaged, and the level is now recomputed from it, so anything the rollback had stolen comes back the first time you load.
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skill's level in a single byte, so everything above 255 was cut back by 256 every time
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NEW: the skull in the status bar now shows your Necromancy level instead of the raw kill count.
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the game saved. From the player's side it looked like recipes closing on their own: the
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NEW: a purple bar above the toolbelt shows the progress inside the level - it fills over 20 zombies, the level goes up, the bar resets.
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skill panel would put the lock back on a knife mod you had already unlocked. It also made
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FIXED: charmed zombies no longer fight each other. They treat each other as their own side and go for the next real enemy instead, and charming one of two zombies already fighting breaks the fight off. Ordinary zombies still attack the charmed ones - that is the point of them.
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the whole upper half of the tree unreachable - Journeyman at 500, Apprentice at 2000,
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FIXED: kill credit now follows the game's own decision about who earned a kill. Bleeding, fire, traps, your own summoned undead and zombie animals all count. Thanks to Derizor and Savion for the reports - you were exactly right about the cause.
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Necromancer at 3000 and Master at 5000 were numbers you could never actually hold.
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The Necromancer's Knife scales off that same counter, so it had been quietly weaker than intended too, and it is not any more.
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Not fixed yet: the dagger's model still does not match its icon (thanks Scarlettdruid) - it needs a hand-made 3D prefab, which is the next thing to learn.
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Necromancy now scales at 20 zombies per level, up to level 250 - the same 5000 zombies to
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CHANGED: Tears of the Dead now unlocks at 20 zombies instead of 30, sharing that step with the Spatial Bracelet and the Blood Sphere. Thirst is a first-days problem, so the threshold moved down rather than up.
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the top, counted in a number the save can hold.
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Every other threshold is unchanged in zombies: food at 60, Grave's Repose at 100, Dark Sense at 300, Dead Man's Grip at 1400, Dead Storm at 1700 - levels 3, 5, 15, 70 and 85.
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The skill-up toast now arrives once per 20 zombies rather than on every kill.
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Your progress is not reset and not lost. The count of zombies you have put to rest was
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COMING FROM 1.0.1: the Spatial Bracelet runs on a charge - the Blood Sphere is spent by pulling blocks and crumbles when empty, while the Blood Stone from the Apprentice tier takes the same slot and is never spent.
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never damaged; only the level derived from it was, and that level is now recomputed from
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COMING FROM 1.0.1: the bracelet pulls blocks straight into the vault, with the world draining to black and white while you wait.
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the count when you load, including on saves broken by the old version. If the rollback had
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COMING FROM 1.0.1: a challenges tab of its own, traders rendered as ghosts, and an audible cry of pain when crafting Necromancer's Blood - it always cost 90% of your health, it was just silent about it.
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stolen an unlock from you, you get it back on the first load.
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NEW: two indicators for the skill.
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- The skull in the status bar now shows your Necromancy level. It used to show the raw
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kill count.
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- A purple bar above the toolbelt, next to the experience bar, shows the progress inside
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the current level: it fills over 20 zombies, the level goes up, the bar resets.
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FIXED: charmed zombies fought each other.
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A zombie under deviation is told to attack zombies - and another charmed zombie was, as
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far as the AI was concerned, a perfectly valid target. The more of them you charmed, the
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more of your retinue settled scores among themselves instead of fighting for you. Charmed
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zombies now treat each other as their own side and go for the next real enemy instead.
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Charming one of two zombies already fighting also breaks the fight off, instead of it
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continuing as revenge.
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This is deliberately one-sided: ordinary zombies still attack the charmed ones. That is
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the point of them.
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ANSWERING THE REPORTS IN THE COMMENTS
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Derizor and Savion - thank you both, you were right and you described it precisely. Kills
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only counted when your own weapon landed the finishing blow: bleeding, fire, traps and
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your own summoned undead gave you nothing, and neither did zombie dogs, bears, boars or
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vultures, which sit on a different branch of the game's code and never reached the counter
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at all.
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That is fixed. The count now follows the game's own decision about who earned a kill - if
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the game grants you XP for it, Necromancy counts it. The Necromancer's Knife scales off
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that same counter, so the knife had been quietly weaker than intended too, and it is not
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any more.
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Scarlettdruid - the dagger's model still does not match its icon, and that one is not
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fixed yet. It needs a hand-made 3D prefab, which is the next thing to learn.
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CHANGED
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- Tears of the Dead (water from corpses) now unlocks at 20 zombies instead of 30 - it
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shares that step with the Spatial Bracelet and the Blood Sphere. Thirst is a first-days
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problem, so the threshold moved down, not up.
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- Every other threshold is unchanged in zombies: food at 60, Grave's Repose at 100, Dark
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Sense at 300, Dead Man's Grip at 1400, Dead Storm at 1700. In levels they now read 3, 5,
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15, 70 and 85.
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- The skill-up toast now arrives once per 20 zombies rather than on every kill.
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ALSO IN THIS RELEASE, IF YOU ARE COMING FROM 1.0.1
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- The Spatial Bracelet runs on a charge. Pulling blocks into the vault draws on what sits
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in its mod slot: the Blood Sphere spends a point of durability per second of the pull and
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crumbles when empty; the Blood Stone, from the Apprentice tier, takes the same slot and
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is never spent. With an empty slot, the bracelet's regular attack refuses.
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- The kill count now counts what it should - see above.
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- The Spatial Bracelet takes blocks straight into the vault: hold its regular attack on a
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block and it is pulled in after ten seconds, plus one more per block of distance, with
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the world draining to black and white while you wait.
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- A challenges tab of its own, with four challenges and vanilla XP rewards.
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- Traders look like ghosts - black and white, half-transparent, matte.
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- Crafting Necromancer's Blood now hurts audibly. It always cost 90% of your health; it
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was just silent about it.
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Single-player. The mod ships Harmony libraries, so EasyAntiCheat must be off.
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Single-player. The mod ships Harmony libraries, so EasyAntiCheat must be off.
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