Fixed a bug that caused combat-decay increases on completion of explorations (funnels, ch11) to also apply to the very last tick prior to completion, causing them to deal a fractionally higher amount of damage than intended (usually 0.03~3ms of extra combat decay) and in very rare occasions caused the combat safeties to fail.Fixed some story elements firing their "done this before" story alteration on first completions, after an earlier update changed how that was tracked internally.Fixed a bug that could cause automated jobs with additional requirements to get stuck in a loop (visual freeze) that required manual intervention, if job automations were prioritized in specific orders.Fixed a bug that could cause combat-stalling logic to overwrite empty-food automation, if the food job was on a lower priority than other stalling options.Causing the game to require manual interaction when it shouldn't Fixed a bug that could cause low-priority jobs not to trigger, when no manual actions were present in chapter 5.Added additional logic to tackle the chapter 11 health bar element not visually updating during some first completions.Chapter 11: The fourth funnel effect now updates affected tooltips more consistently/faster on completion.Action tooltips now update instantly when their automation unlock requirement is reduced by completing another action, instead of being somewhat delayed until something else triggered a tooltip update.This mostly affects rare situations with low maximum health Explorations that deal damage on completion now consume an additional food to reach maximum health, if health decay after completion would otherwise become deadly within one food cooldown.Chapter 10: Food-trade no longer uses partial food-value food types during trades when it doesn't have enough of those to complete, to prevent wastage through previously getting combined with 1:1 food value trades.This way it should no longer interfere with manual min-maxing, while automation still uses the internal functionality Chapter 10: Food-trade resource automation no longer continues to run food-jobs until it has enough food of that type to trade, but instead only triggers this automation for the very last food-job if total food is insufficient to trade.Reworked how food cooldowns internally behave when eating within the dynamic tick-range of 1-100ms, slightly increasing millisecond accuracy behind the scenes and aiming to tackle a rare situation where combat safety calculation could false-positive due to hardware delays or offline progress.The inventory total food value tooltip now also displays uncooked food (after unlocking cooking for the first time).Added a new game plus perk that matches the fourth funnel.Chapter 11: The titanstone hut can no longer be finished after returning to the fight.Aiming to soften the first phase for builds that are very low on agility (one of which is fairly commonly used) ![]()
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