tModLoader

tModLoader

Turtle's L'il Dragon Race
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Opdatering: 11. juli kl. 3:45

Version 4.10.5
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- Added GetHorizontalFlip and GetVerticalFlip to DragonUtil for drawing function simplification.
- Data object ModifyWingPositions now has an overload which includes a ref to drawInfo. Old version is being deprecated.
- Testing the possibility of supporting custom arms. You can use a character with the name DBGARMTESTNAME to see what I'm working on... but only on an Absol character lol
It's not much right now, and I need to actually put it into practice to see what else I need to work on there.

Opdatering: 11. juli kl. 1:51

Version 4.10.4
** New **
- Added new config: Electricity - Breath Regen Interval. Used for the below change.

** Changes **
- (Calamity) Dragons with electric affinity now slowly regain breath in the abyss. Configurable.

** Fixes **
None

** Code/Internal **
None

Opdatering: 9. juli kl. 18:40

Version 4.10.3
** New **
None

** Changes **
None

** Fixes **
- Fixed dragons producing the wrong sound when hit while petrified but also standing on a pedestal, each with different statue variants (eg. stone claw but emerald pedestal)

** Code/Internal **
- DragonUtil.GetStatueMaterialTraits(Player ply) now properly checks if the player is on a pedestal and returns the correct traits.

Opdatering: 6. juli kl. 1:32

Version 4.10.2
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- Update DragonPlayer.HasBreathAffinity to return false if we can't use breath gems, but somehow have a breath type (support for L'il Fox change).
- No longer show the breath bar UI if you somehow have a breath type assigned, but shouldn't be able to use breath gems.
- Fixed a bunch of improper uses of hasBreathAffinity instead of HasBreathAffinity.

Opdatering: 4. juli kl. 21:33

Version 4.10.1
** New **
- Added new configs for modifying the focused pendant toggle particles: Focused Pendant Toggle Particles, Focused Pendant Toggle Off Colour, Focused Pendant Toggle On Colour.

** Changes **
- Changed the particle type used when toggling a focused pendant.

** Fixes **
None

** Code/Internal **
- Minor optimisations to some DragonUtil functions. Namely:
- Removed Item.value = 0 from CommonGemDefaults
- Optimised some useless operations in GetProperHitboxCenterOffset
- Use Player.CCed instead of the individual checks in HandleBreathAttack. Also did this change in other classes where it was being done like that

Opdatering: 3. juli kl. 1:22

Version 4.10.0 - I'd do a major version bump but then TML will force me to update every dependent mod, which... isn't actually needed!
This update has a LOT of small (and not so small) gameplay tweaks, fixes, and configs. Breaths, their affinities, and item descriptions were the main focus.

** New **
- Added the Dragon Platinum Pile. It's identical to the gold pile, but platinum. Needs 8 Platinum Coins to make.
- Also added reverse recipes for the gold and platinum piles, so you can convert them back into coins.
- Added new rescue system config: Max Damage to Prevent Death. You can set this to make it so attacks that do more than this amount of damage will ignore the rescue system, killing players outright instead.
- Added particles when toggling the Focused Pendant of Stone on or off, so that there is a visual indicator of the pendant's activation.
- Added new configs to support the changes below, mostly relating to breath affinities. Not gonna detail them all here...

** Changes **
Breath affinity tweaks:
+ Fire breath debuff now also does 8 damage per second. Configurable.
+ Fire breath base damage multiplier raised from 130% to 140%.
+ Fire affinity default water damage is now 0 (disabled).
- Fire affinity now slows you down in water. It is also harder to rise in water.
+ Fire affinity now gives a speed boost when not in rain or water. More when in the Underworld.
+ Fire affinity gives fast fluid movement in lava.
- Ice affinity damage reduction is now disabled in the underworld.
+ Ice affinity now has innate water walking (but not walking on lava). Disabled in the underworld.
+ Electric affinity max hydration time raised from 4 minutes to 6 minutes.
+ Electric breath projectiles now pierce 10 defence if Hydrated (with affinity).
~ Adjusted the default life affinity aggro reduction from -5000 to -100.

- Inner Essence recipe now uses Fallen Stars so that it's accessible in worlds like getfixedboi.
- The Focused Pendant of Stone can now be made without needing the regular Pendant of Stone (new recipes added that combine the regular pendant's recipe, plus a diamond).
- Breath power gems use a wider range of item rarities now, to help indicate progression.
- Recipes using gold or platinum bars/ore are no longer split into two separate recipes, but rather just one recipe that uses 'Any Gold Ore' or 'Any Gold Bar'.
- Updated a bunch of descriptions to be more clear, correct, colourful, and whatnot. Figured I'd shorten this one instead of listing out every change separately.
- Rescue Regen now heals faster (50HP/s -> 60HP/s) and bypasses life regen blocking effects.
- Rescue Regen now applies Rescue Grace after it frees a player from needing rescue.
- Status guns no longer have listed damage values.
- (Calamity -> Base) Intense breath variants now cost 3 Luminite Bars each, and the breath gem itself is not lost upon use.
- Intense breath gems also now use the Red item rarity instead of Light Purple.
- (Calamity) Both calamity breath power gems now use the Red item rarity instead of Light Purple.
- (Calamity) Auric breath power gem tier now costs 5 Auric Bars instead of 1, to align with all of the other Auric gear.

** Fixes **
- Hopefully fixed the daytime Empress of Light killing players through the rescue system sometimes, especially on higher difficulties.
- Fixed intense fire breath not having the immunities of regular fire breath.
- Fixed intense life breath missing the healing effect of the base life breath. Yes, I consider this a bug.
- Fixed ice breath affinity cold resist logic being inverted (yes, it was broken this whole time!)
- Fixed electricity affinity's hydration buff timer immediately dropping by 1 minute (visually, internally it's just 1 frame) when stepping out of water after maxing out the time.
- Hitbox compatibility fix for Elaina: Wandering Witch. You should no longer slide left at high speed.
Dear modders: Please consider that changing Player.width does not keep the player centered properly!

** Code/Internal **
- NeckPendantOfStoneActive now has ToggleOnVisuals and ToggleOffVisuals to facilitate common visual/audio cues for its usage. L'il Fox hedge pendant will use this too, soon.

Opdatering: 28. juni kl. 23:13

Version 4.9.4
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- Minor comment changes and code reorganisation. Should have no noticeable impact.

Opdatering: 25. juni kl. 1:15

Version 4.9.3
** New **
None

** Changes **
None

** Fixes **
- Improved AFK's Pets compat. to fix human heads being offset wrongly.
Please note that the Nerve Parasite item will still be glitchy- you can blame AFK's Pets for using a static var for their head offset.

** Code/Internal **
None

Opdatering: 22. juni kl. 20:44

Version 4.9.2
** New **
- Added new configs:
Breath Knockback Multiplier - Modifies the knockback of ALL breath attacks. Found in common config.
Rescue Grace Minimum Health - Heals the player up to this % of their max health while the Rescue Grace buff is active. Found in common config.
...and damage/knockback multipliers for each of the four breath types, so you can configure their stats separately from one another! Find them in the race config.

** Changes **
- Adjusted config description for the 'Rescued Grace Time' config option.

** Fixes **
None

** Code/Internal **
- Removed a bunch of useless Increment(1)'s in the config files.

Opdatering: 21. juni kl. 23:55

Version 4.9.1
** New **
- Added a number of new custom NPC dialogues for the L'il Dragon. Some of these will get updated for the B'ig Dragon and my other races in time, too.

** Changes **
- Custom NPC dialogue should no longer appear if you're playing in a language other than English.

** Fixes **
None

** Code/Internal **
None