![]() 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) Chapter 11: Reduced the base difficulty of dodge by 20%, and the damage of trip by 12.5%. ![]()
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