Nexus рисует "Version 1.3.0" над записью сам, из отдельного поля, а текст начинался с той же строки - на странице номер задваивался. Проверено на живой записи: "Version 1.3.0 1.3.0 FIXED: ...". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
79 lines
4.3 KiB
Plaintext
79 lines
4.3 KiB
Plaintext
FIXED: the Necromancy level was silently rolling back.
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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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skill's level in a single byte, so everything above 255 was cut back by 256 every time
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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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skill panel would put the lock back on a knife mod you had already unlocked. It also made
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the whole upper half of the tree unreachable - Journeyman at 500, Apprentice at 2000,
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Necromancer at 3000 and Master at 5000 were numbers you could never actually hold.
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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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the top, counted in a number the save can hold.
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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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never damaged; only the level derived from it was, and that level is now recomputed from
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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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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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