This patch makes healing potions weaken infection, improves identification bonus, improves monster respawn system, and fixes a bunch of other minor issues.
1.011 change list:
- now each time a healing potion is used to heal zombasite infection and fails, the infection gets weaker, so the next potion is more likely to work
- increased chances of getting a rarity bump when identifying an item from 0.01 to 0.05
- changed sound when getting an item rarity bump to be way more noticable
- misidentify bonus can now go past very rare items
- now if the game purges an inactive level, it won't respawn everything if the player comes back to that level
- halved rumor costs
- increased monster respawn time from 600.0 to 750.0
- fixed collision on 2 of the rock types in Freya Meadows
- fixed a closed block in Freya Meadows that looked like you could walk into it
- increased chances of NPCs getting infected
- fixed a rare crash dealing with projectiles - now check in projectile if skill parent is same as passed in skill owner, if not no longer saves skill
- doubled secret stash spawn chances
- doubled mana stone regen
- added text so that you know which quests are started from the Zombie Threat
- decreased zombie plaguebringer spawn chance from 3.0 to 1.5
- decreased parasite health mult from 0.5 to 0.4
- raiders from other clans no longer stick together as much (makes them a bit easier and less pathfinding issues)
- orc clans now start more orc uprisings and town attacks against enemies
- fixed clan NPCs not getting promotions some times on level up (Sharjin)
- increased chance of rebuilding a house when NPC is doing construction focus by 33%
- bounty hunter quests are now optional
- made mana potions go about 50% faster (still same amount, just over less time)
- now ignores damage of item when salvaging (mostly means get more crafting materials and you can salvage broken items)
- spies much more likely to ambush when engaged
- can now use guards that are 3 levels higher than your level
- decreased FreeRecruit dialog chance from 0.2 to 0.05
- test_checkAreaCollision for towns now just checks the edges to spawn less warnings
- fixed a bunch of collision issues along edges of towns
- can now zoom in/out minimap with mouse scroll
- pageup/down now works on world minimaps
- now when minimap zoom changes through mouse scroll or buttons it automatically updates the minimap without playing needing to move
- pet monster types can no longer be guards
- now secrets and special room prints go to event box (but don't go to log)
- can now change blip color of objects in their database entry
- halved lure volume
- no longer print arch-nemesis text even time loaded
- now show doors on NPC Locations screen
- now any quest can have an icon like the nemesis quests
- npcs no longer talk about clan wars of clans we haven't discovered yet
- made always works type of skills repeat if the button/key is held down - makes it a bit easier to use these type of skills and is more consistent
- fixed a small issue with individual loot stuff
- fixed some guard/pet confusion with Torvas, Hulks, and Death Knights
- added VerySmall and Tiny fonts
- an object can now add a world modifier on use
- world modifiers can now add an enhancement to players
- now if help text can't fit on the screen it will drop to very small font
- now if help text still can't fit on the screen it will drop to tiny font
- secret levels now use normal world random numbers instead of session ones
- changed save version to 210
- now save _lastUsedSecretLevel
- made secret stashes fade out in 1 second instead of 5
- now chests health per level is a float instead of int
- spider webs now have half as much health
- darkness/bright level/world modifiers no longer affect player/entity lights
- now only monsters that can use tactics can start fires
- no longer get new personality event text from other clans
- now wait for scorpion sting to finish before moving on
- rescue people now have portraits for when they use dialog to call for help
- now only get NPC left and joined another clan if was originally in your clan
- higher end chests are no longer allowed to be purged when too many entities
- added "Only draw entities" option in editor - makes it much easier to see some issues in levels
- fixed a couple food stolen prints
- now pedestals find free spots
- no longer create gates for invalid clans
- ghost revenge text no longer mentions clan name
- changed "Infection Mutation" to "Mutation" to fit modifiers area better
- improved town attack repealed npc text
- now mark correct parts red if don't have enough money for rumors
- changed "Easy prey!" to "Easy prey (coordinated attack)!"