Dialogue
- backported the “ESC to skip” functionality from EP4 through to most of EP2 and EP3. the speedruns will go crazy
FRAME
- (dream mode only) using the radio, you can now select from a variety of peaceful/combat/boss tracks to play instead of the default tracks, including ‘random’ or ‘none’!
SYS
- added separate volume sliders for all / music / sfx
- save import only looks for .corru files now
- reduced intensity button now has some meta descriptive text to make it clearer what it does
Combat
- redirection doesn’t start ticking until your team’s next turn, making it easier to build around guarding actions
- the EP4-specific combat system has an additional viewing functionality if you hold shift
- a bunch of other action adjustments and fixes
Minor
- two entities that were possible to permanently miss are now also marked as scanned if you scan their moved counterparts (the things I must write to hide spoilers)
- the big-screen exclusive giant spinning dull cube has finally been slain
- not even gonna list all the bugfixes and tweaks that have been quietly going on over the past two months. let’s pretend they all happened today
da modderzone
- there's now a completely empty page at
/null/?force
if you want a blank slate to work with - you can now set
localStorage['ignoreoverwritewarnings'] = true
to permanently ignore the 'this is a debug link and will delete your save' warnings - dialogue replies can now have
TEXEC::
in their name, i.e.TEXEC::Math.random()<+>someotherbranch
- modlist won't freak out at empty lines anymore