Autoexplore no longer autopilots to locked doors blocked from autopilot.
Companions in travel- or stay-behavior no longer search for secret doors when autoexploring.
Recent update made it possible to end on a trap after blinking. Fixed.
If a companion can't find a path to the destination point of a travel command, the examine mode cursor is changed to "unreachable area" cursor.
Friendly fire confirmation dialog is no longer shown if friendly creatures in the area of effect are immune to the effect.
Autopilot map now shows a red frame around areas blocked from autopilot.
Shopkeeper's remaining wealth is now updated as you select items to buy / sell, similarly as the player's wealth when selecting items.
The log is now saved and restored when loading a saved game.
Update notes for release 61.9
Fixed a bug where autopiloting to a known trap could place companion on the trap.
Fixed a bug where commanding a companion to stay at current spot in examine mode set the companion to follow / regroup behavior instead.
Fixed a bug where sleeping evil creatures or evil creatures that had not yet seen the spellcaster were not targetable for Holy Burst.
Fixed a bug where companion would not use ranged weapons if in stay-behavior and ranged tactics.
Autoexplore now stops before a closed door.
You can now cycle the behavior of the current companion under the cursor in examine mode with ENTER, X, NUMPAD DIVIDE, or LMB. When choosing a target for something (ranged attack, talent, etc.), ENTER and LMB aren't usable, the other keys are. There is so little space left in the examine- / target-mode log area to list all keys, so only X is mentioned there.
Update notes for release 61.8
Last release introduced a bug with previously gained Great Ability talents and checking talent requirements. Fixed.
Fixed a bug where companions would not turn their lantern off if player's lantern was off and player was tracked by some creature.
Companions now prefer returning throwable weapons as ranged weapons versus shootable items. Also affects non-returning throwable weapons when wearing the Gauntlets of Throwback.
Added situations where autopiloting and resting is halted: companion gets stuck in slime or web, a nearby trap set by player gets sprung.
You can now see companion's info in examine mode even if the companion is not currently seen.
When commanding a companion to travel to a spot, a circle and the companion number is shown on the spot in examine mode / autopilot map until the companion has reached the stay-spot.
AI and pathfinding tweaks.
New setting: "Companions blink with player" under "Companions".
Controls what happens to companions when player uses the Blink talent or a Potion of Blink. Affects only Blink and not other means of teleportation, like using Wand of Rapid Regroup.
If 0, companions are teleported with the player. (default)
If 1, companions in stay-behavior are not teleported with the player.
If 2, companions are never teleported with the player.
Update notes for release 61.7
Fixed a bug where poisoned creatures thought that they were attacked by an unseen enemy after blinking.
Fixed a bug where on hit -effect texts were logged even if the situation was not seen.
Fixed an inventory list bug.
Fixed some bugs related to effects that have "seen hostiles" or "chain" as the area of effect, mainly Chain Lightning and Holy Burst.
Fixed a bug with animals not using Health Surge.
Fixed a bug where creatures animated from a trap did not attack the one that sprung the trap.
Fixed a charm related bug.
Animated and summoned creatures created by an evil aligned creature now remain evil aligned after their master has died / lost, and can be targeted with Holy Burst and such, which only damages evil creatures.
Devices (orbs, wands, etc.) now show range in their properties, if applicable.
Devices / talents that affect creatures and have automatic target selection are dimmed in lists if there are no applicable creatures in range.
Ordering a companion to drink potions (CTRL + ENTER or SHIFT + ENTER) in loot manager is now longer immediate even when no hostiles seen. You can now set a potion for several companions without the loot manager closing. Companions drink the potions as their next actions. If you need immediate action, you can do that from the companion's inventory.
If you have selected a Great Ability talent during level up, it now counts as an ability increase when checking the ability requirements of other talents.
AI and pathfinding tweaks.
Several typos fixed.
Update notes for release 61.6
You can now change companion's position in the companion list. First, enter examine mode (TAB). Then, select wanted companion with the target cursor or by cycling through the companion list with PAGE UP / PAGE DOWN. Move the companion to a wanted position in the list with HOME / END. Pressing CTRL + R in examine mode resets the list order.
You can now use flasks from the loot manager. When the selector is on ammunition, flask icons appear on top of the companion list if there are applicable flasks available. Movement keys left / right move between the flasks, ENTER uses the selected flask.
Tweaked automatic ammunition selection for both player and AI so that higher enchantment (+X) ammunition is used against dangerous targets, even if the target fully resists elemental damage elements.
Tweaked companion switching from a ranged to a melee weapon when target is next to him and companions has the Close Combat Ranged and / or in ranged tactics. Companions switch to ranged weapons more quickly when set to ranged tactics.
Scroll of Purifying now purifies all unholy weapons and ammunition in your and your companions' possession (previously only the items of the one reading the scroll).
Fixed an item rank calculation bug that happened if an item was enchanted to +6 or higher. This affected how companions ranked weapons before selecting what to equip.
Level loot now calculates the actual path lengths to the items before opening the list. It's little slower than the old implementation. Having the "valuables" filter active when opening the loot list speeds it up (can be toggled by pressing "0" in level loot).
When playing in ASCII mode, locked doors are now drawn in grey.
Fixed an ASCII visibility bug.
Fixed an inventory selector positioning bug.
Monsters going berserk no longer get Health / Stamina boost if withered.
Potion of Martyrdom no longer affects undead companions.
Update notes for release 61.5
Level loot remembers the last item that you selected. If autopilot to the item gets interrupted, you can now continue autopilot by opening level loot nd pressing ENTER, or just by pressing SPACE twice, if you haven't changed level loot's default key.
Changed autopilot screen so that pressing P (the default key for autopilot) closes the screen if the target cursor is on the player, but if there's a valid path then it acts the same as pressing ENTER. Now you can quickly continue an interrupted autopilot path just by pressing P twice.
Tweaked companion travel / stay -behavior.
If a companion can't find his way to you (follow / regroup behavior) or to his target (travel / target behavior), his behavior mode text is in red in the top right companion list.
Loot manager now shows Health and Stamina bars when the selector is on an potion. Companion name is in red if poisoned.
Active weapon set is now in red when looking at a creature and its equipment in examine mode.
Some monster talents have minimum range. It's now mentioned in talent stats. (You can temporarily gain access to monster talents by possessing a monster)
You can now transfer resistance potions to companions. They do not automatically use them, you have to order them to drink one. Mentioned in item descriptions.
Inventory should now remember the amount of the current item under the selector when switching between equipment / transfer modes and when switching companion.
Ammunition with an on-hit effect from the start didn't list possible elemental damage elements in their names. Fixed.
Update notes for release 61.4
Fixed a bug where the "lantern" companion option was not respected when the companion was in stay-behavior.
When you use the Veil of Darkness talent, companions' lightsources are now turned off even if you don't see them.
Fixed a quickslot use related bug.
Fixed an autopick bug.
When you possessed a sleeping creature, it was considered still sleeping and the talents were not working. Fixed.
After making field of view symmetric, parts of the endgame level could not be explored just by peeking into them. Made small changes to the layout of these areas.
You can now order companions to drink potions from their inventory. Usable only when there are no hostiles seen.
You can now use the loot manager (SHIFT + ENTER) to order companion to drink a potion, even when hostiles creatures are seen. When hostile creatures are seen, you can set a potion for several companions, but only one potion per companion. If there are no hostile creatures seen, then the companion drinks the potion immediately, otherwise as its next action. Ordering companion to drink a potion does not count as an action for the player. Companion's original potions can not be ordered to drink. Use SHIFT + ENTER, CTRL + ENTER, or RMB on a potion to set the order.
Tweaked companion and NPC potion and Health Surge use.
When you swap rings with quickslots, the current rings are listed in the message log.
New setting: "Compact quickslots" under "Quickslots". Off by default.
If enabled, the quickslot rows in the right sidepanel are more compact, making the panel able to fit more rows.
New setting: "Quick equip ring needs an empty finger slot" under "Quickslots". Off by default.
If enabled, using a quickslot that has a ring assigned to it only equips the ring if there's a free ring equipment slot available. If the ring is already equipped, then it's unequipped. This has the benefit that quickslotted rings are not locked to either of the ring slots, and you can use any combination of quickslotted rings. If two rings are equipped, you need to unequip one before equipping a new one.
If disabled, using a quickslot that has a ring assigned to it equips the ring to the original equipment slot that it was assigned to, replacing any previous one without needing first to unequip it. Ring quickslots in the right quickslot panel list the finger (1 or 2) they were assigned to.
When examining a creature, the right side panel now tries to highlight the valuable equipment and devices, and combine items if there isn't enough space to list all.
Each possession or failed try now makes the target more resistant against future attempts.
Added a mention of range (8 tiles) to Horn of Blasting's description.
Added a comment to ingame book Book of Deicide and to PDF manual endgame info about events that will cause the pantheon to reset.
The leaderboard has been reset. The previous can be found here: https://wins.zorbus.net/r60b/
Update notes for release 61.3
When examining / cycling through creatures with TAB, it now only cycles through hostile creatures when there are hostiles seen, but if not, cycles through friendly creatures but never through companions or their animated / summoned creatures.
If the player was on a tile with items, and the the items were shown on the right side panel, the usability states of quickslots were not updated to match the current game state, until the player pressed BACKSPACE to view the quickslots panel. Fixed.
Loot manager is now usable immediately after an uninterrupted rest.
Update notes for release 61.2
Field of view should now be symmetric. Matches better with possible lines of fire of ranged attacks.
You can now filter the log or books with phrases if you put them betwen quotation marks ("). If your country specific key does not output the quotation mark, try the ISO keyboard layout binding Shift + 2. Negation also added ("-" before a keyword or quoted phrase).
Update notes for release 61.1
Fixed some nasty bugs that happened when "Toggle furniture with Control + direction" setting was on.
Tweaked line of fire calculations for effects with ray and wall area types.
The loot manager wasn't reacting to CTRL / ALT + NUMPAD LEFT / RIGHT keys. Fixed.
Letter selection is now possible in the left list of the loot manager if you enable "Letter selection: loot manager" in the settings. Off by default.
Made the potion amount numbers over party member icons in inventory more clear, especially in ASCII mode.
When the player selects items for sale, his coin amount in the top right corner reflects the amount that he would have if the sale were made.
You can now take companion's potions once you've descended 2 dungeon levels from the recruiting dungeon level, or have gotten 3 level ups, or entered the endgame level. Not applicable if you've removed the companion even once from the party and then recruited him back. Companions try to use their original potions first.
The ring equipment slots are now named and numbered as "Finger 1" and "Finger 2", mainly for easier quickslot identification.
Autoexplore / continuous walking stops if you have True Seeing active and the duration ends.
Inventory remembers filter type, filter keyword, and selector when swapping between companion's equipment + inventory / exchange -mode.
Ammunition coated with flasks now combines with ammunition that has the effect from start. Item descriptions should now be correct. When using flasks that create anchoring / tracking / withering ammunition, the ammunition is enchanted to be of +1 enchantment, unless already of that enchantment level or higher. Combines better with found ammunition of those types since they're always at least +1.