Releases: audinowho/PMDODump
Releases · audinowho/PMDODump
0.8.9
0.8.9 Changes
- New dungeon: Geode Crevice, accessible from the end of Tiny Tunnel. Secret Garden temp moved to the end of Geode Crevice.
- Tiny Tunnel Team Size 3 -> 2, removed the chance for enemies to spawn in groups for this dungeon
- New Exclusive Item effects
- Added the ability Cud Chew
- Heart Scale Price 50 -> 100
- Fixed an issue that prevented Friend Bow from working at all
- Fixed an issue that gave all Pokemon increased Sp. Def in Sandstorm, instead of just Rock-types.
- Fixed outlaw music in mission mod
- Fixed outlaws failing to spawn in mission mod when the first team member is fainted
- Fixed ally AI refusing to move when in the middle of hazardous terrain
- Fixed an issue where pauses displayed incorrectly on dialogueboxes
- Fixed errors occurring at Training Maze
- Fixed softlock that occurs when revisiting a floor in a 2-way dungeon that was exited with different party members under mobility-altering statuses
- Fixed softlock that occurs under a specific setup of traps and untraversible terrain that would cause a player to warp in a loop.
- Fixed an issue where Pokemon spawned in Guildmaster Trail Monster Houses only had moves at level 1
- Fixed dungeons generating secret exit guards incorrectly
- Shedinja properly marked as released
- Fixed Kingambit's evo requirement
- Optimized assembly menu, summary menu, item menu, adventure completion to be less file intensive
- RC: Lowered the vitamin boosts given to bosses in Relic Tower; they were boosted on a range of level 1 to 50, when players enter with their own vitamin boosts removed.
- RC: Fixed an issue where mysterious distortions would fail to expire on wrapped maps
- RC: Snowy weather can appear naturally in certain dungeon maps. It is considered identical to Hail, except it increases Ice-types' Defense instead of damagin non-ice-type Pokemon. It cannot be triggered by any other means.
- Dev: Added RoomGenLoadBoss, an editor-friendly way to spawn boss rooms by editing a static boss map, and then selecting it as the map to load into the random dungeon.
- Dev: Added RoomGenLoadEvo, an editor-friendly way to spawn evo rooms. The hardcoded rooms are now deprecated.
- You can now hold CTRL+Cancel (Cancel is typically mapped to Z) to clear all dialogue boxes to skip text
- Dev: Fixed errors occurring when maps are resized more than once with NPCs on them
- Dev: Improvements to ConnectBranchStep that make it work better in wrapped maps
- Dev: Stairs Steps now have a MinDistance, where you can specify how far away the exit should at least be from the start
- Dev: Fixed cleanups when restarting using CTRL+F12
- Dev: ModeInDirection, AnimateToPosition and AnimateInDirection can use float speed
- Dev: Item indexing has changed. Be sure to reserialize your mods!
0.8.8
0.8.8 Changes
- New dungeon, unlocked from where Secret Garden could once be found.
- Secret Garden is being moved to a new location. Temporarily, it can be unlocked by finishing the new dungeon.
- Minor vault guardian rebalance
- Fixed Wooper's ability to evolve into Clodsire, even if not a Paldean form.
- Fixed an issue where errors would occur after finishing a level-reset, move-reset dungeon
- Fixed an issue where deserialization would fail on a save load.
- Fixed an issue where various unevolved Pokemon that existed in gen 7+ had lower than expected recruit rates
- RC: Secret Slab functionality
- Dev: Absolute Delay can be used for VFX that must have the specified delay even if the player is using a different battle speed.
- Dev: Soft-restart properly clears menu transparency changes
- Dev: Fixed an issue where text tags were applied out of order, such as scripts firing before pauses when specified after them.
- Dev: MusicMenu constructor change. Check the base game for example use.
- Dev: Songs in the base game have been renamed. If you have any PMDO base music you use in your custom dungeons/maps, Do a global find/replace in your Data/ directory from: "\w\d\d. (.+?.ogg)", replace to: "\1"
0.8.7
0.8.7 Changes
- Friend Rescues will tell you the destination floor
- Minor tweaks to trap spawning
- Minor display fix for evo moves
- Partial fix for music spoilering (tracks will be renamed next version to exclude numbering in the title)
- RC: Fixed various boss room settings for Nature Power
- Defeated enemies are no longer affected by Magnet Pull
- Dev: Added support for passive events from the tiles the player stands on
- Dev: Added support for InteractOrder, to control which ground entities are interacted with first if they are both being touched/interacted with
- Dev: GAME:FadeOutFront and GAME:FadeInFront, for fading in front of textbox and menu elements
- Dev: Added debug UI for Mouse Coord in Textbox/menu UI space
- Dev: Fixed Spawnlist editor crash
- Dev: Improved dungeon spawn editor visuals
- Dev: Moved traps away from the pokemon area in the test floor
- Dev: RandomRoomSpawnStep has changed its constructor signature to include a successPercent argument. Recheck any lua scripts that may call this.
0.8.6
0.8.6 Changes
- Updated icons for countering statuses
- Fix Round: Added Sound-based flag
- Fix Powder: No longer sticks around after being hit by a fire/electric move. Now properly prevents action when attempting a fire/electric move. No longer causes orbital strike when triggering with range boosters.
- Poison Heal: 1/16 HP healed when resting, 1/8 HP healed otherwise. No longer animates and does not give battle messages when at full HP.
- Fix menu showing version diffs when attempting rescue
- Self-hitting effects and traps are no longer counted as a "hit" in regards to the no-miss-twice rule
- Fix an issue where fake item activation did not remove the item if equipped
- Fix traps generating on chokepoints if near a shop
- Fix items spawning on stairs if in monster house
- Fix chests spawning in front of a locked gate
- Fix Leech Seed effect near a wrapped map border
- Various window dimension fixes
- Mission Mod: Escort fainting no longer results in instant game over, and you can bring as many as you want
- Dev: Brand new editor for Dungeon Enemy Spawns
- Dev: Linux: Fixed an issue where error windows repeatedly appeared
- Dex: Fix errors occurring when switching edit maps while entities are selected
- Dev: Fixed running game with the -convert flag
- Dev: SpecificTeamSpawner no longer ignores Mob Check Save Var clauses
- Dev: CTRL+F12 Soft Reset breaks through cutscenes now
0.8.5
0.8.5 Changes
- Added Annihilape, Farigiraf, Samurott-H
- Added Hyper Drill, Twin Beam, Rage Fist, Psyshield Bash, Stone Axe, Ceaseless Edge
- PMDO is now updated to netcore 8.0, and supports flatpak!
0.8.4
0.8.4 Changes
- Fixed error that ocurs when setting text speed to fractional values
- Fixed test grounds loading error
- Fixed Tropical Path distortion path
- Moonlit Courtyard exits to Cliff Camp
- Moonlit Temple's exit stairs no longer take you to the end
- Fix ally AI interacting with dojo NPCs
- Fix AI handling of jaboca, rowap, enigma berries
- Fix Split Up Tactic camping on shop items
- Secret Garden's shops distribution changed
- Fix town talkstring for Unown A
- Fix repeated exclusive item effect in Cyndaquil line
- Mission mod fixes
- Dev: Added HPFraction to AutoReviveEvent
- Dev: Added import/export options for choice menus
- Dev: Enemy AI can be tuned with AbandonRangeOnHit, which determines whether it will stop respecting its comfort zones when it's attacked
- Dev: GROUND:ActionToPosition and GROUND:MoveToPosition now accept fractional speeds
0.8.3
0.8.3 Changes
- Fixed a bug with AI that misjudged ranges that were altered
- Dev: Modded data (such as Items, Monsters, Universal, etc) can now be saved as a patch instead of overwriting the entire file. This allows your mod to play nice with other mods. Use Right Click.
- Dev: Building standalone games now works with the lua diff mod system.
- Dev: Services can now use the OnAddMenu event to intercept and change menus.
- Dev: Menus and menu elements now have labels, allowing modders to accurately change specific parts of specific menus they want.
- Dev: ScriptableMenu.MenuElements is now DEPRECATED. Please use Elements instead. Support will be dropped on v0.9
0.8.2
0.8.2 Changes
- Sorting will preserve multi-selections in menus
- Fix range inaccuracies for move preview
- Mission mod fixes
- Added talk phrases to more post-gen6 species in town
- Curse duration 5->10
- Brave Bird, Flare Blitz PP 8->9
- Take Down PP 18->17
- Wild Charge PP 17->16
- Volt Tackle PP 9->10, pierces through foes
- Dev: Improve partner following logic
- Dev: Lua modding no longer requires replacing whole files for maps, common functions, and event functions
- BREAKING: Lua scripting has been migrated to a new system. You must run -reserialize all for your mods. More info @ https://wiki.pmdo.pmdcollab.org/Lua_Script_Migration
0.8.1
0.8.1 Changes
- Boss tiles give you an ominous warning before activation
- Recruit rates are all now a multiple of 10%
- Fixed an issue causing missions to generate during rescue missions
- Fixed Sparkly Swirl, which is technically released but unobtainable. The only reason to do this was so that if metronome rolled it there wouldn't be an error.
- Trip Trap and similar effects will not cause items to be destroyed if they hit a border wall
- Items can be sorted when multiselecting
- Fixed AI misjudging Wide Lens effect
- Fixed indefinite articles in Korean msg logs when picking up stackable items
- Fixed various menu sizing bugs
- Fixed a draw order issue with decorations in ground maps
- Dev: Fixed annoying loose textures being deleted from misclicking in Map/Ground Editor's default Texture tab
- Dev: This version removes a lot of compatibility conversions from previous versions. If you still need to convert, downgrade to v0.8 and run reserialization.
0.8
0.8 Changes
- Sickly Hollow retains moves
- Fixed AI for allies and foes exploring
- Monster Orb is now obtainable in vanilla
- Added Storage Box to kecleon shop rotation
- Effects that destroy items such as bug bite and incinerate now only affect one stack instead of all
- Fixed an issue where partial trapping moves damaged the player more times than the enemy
- Fixed the effect of Neutralizing Gas
- X Items and Full Heal Range 3 -> 5
- Psyshock BP 90->70, PP 16->11, now hits in a +-shaped pattern
- Feint Attack cuts corners, PP 20->19
- Thunderbolt changed to a 2-tile piercing projectile in 8 directions, BP 85->75
- Dark Pulse PP 11->15
- Earth Power PP 8->9 BP 65->60
- Ice Beam PP 8->9
- Shadow Ball PP 9->8
- Fixed errors ocurring at the end of a dungeon completion cutscene
- Escape does not count towards rogue mode completion
- Stance Change switches Aegislash to Shield forme on using any status move
- Changed exclusive items that guaranteed hit+crit on final PP to guarantee it when all PP is equal
- Fixed an issue where exiting Sickly Hollow's secret rooms cleared the dungeon
- Fixed an issue where retries in rogue mode rolled limited starters
- Assembly Box Price 800 -> 450
- Manmade medicines and X-items can be used in boss battles.
- Added more chests to the end of Sickly Hollow and Moonlit Courtyard.
- Slightly improved recruit rates of evolved Pokemon
- RC: Reworked Sleeping Caldera to 14+4 floors. Full Rogue rework of 21+5 floors planned later
- RC: Reworked Relic Tower to be more difficult and added more chests to the end
- RC: Added Depleted Basin to serve as dead-end dungeon in light of Sleeping Caldera's upgrade
- RC: Added gangs that drop treasure boxes to dungeons that either don't recruit or give EXP. Slightly lowered the overall enemy density of these dungeons.
- RC: Fixed an issue where Magma Storm was not counted as a partial trapping status
- RC: Added Tinkatink, Glimmet, Klefki, Gothorita, Noibat
- RC: Sinnoh Evo items in Sleeping Caldera, Treacherous Mountain, Ambush Forest
- RC: End-of-adventure inventory menu fixed to support inv extensions
- RC: Failing the final story battle gives no penalty
- RC: Fixed an issue where exiting Bramble Woods mysterious distortion cleared the dungeon
- RC: Fixed an issue where RC flag leaked into roguelocke content
- RC: Fixed escort family missions not spawning or turning in
- Dev: AffectTarget for LevelChangeEvent
- Dev: New sprites from spritecollab
- Dev: Report error when generating with type mismatch
- Dev: Fixed a constructor for GroundObject not taking passable parameter
- Dev: Fixed crash caused by looping short sound effects