v1.0.0-rc.2
Pre-releaseThis is one of the last pre-releases with improvements to the public API of the code. All code has been meticulously reviewed and documented. I now consider it ready for general use. I don't expect to make any further design changes, only bug fixes.
Highlights
Skill polymorphy has been reworked because there were a lot of nullable properties on the base type that should have been required properties of a subtype instead. Now, the Skill
base type only contains the properties which are truly shared for all abilities. A new ActionSkill
subtype was introduced for skills which must be activated. Another subtype SlotSkill
was introduced as the base type for healing, utility and elite skills.
New features
Dye colors:
- Added method
DyeColor.GetChatLink
Bug fixes
Exploration:
- Fixed incorrect waypoint chat links generation for god shrines (Orr maps)
Breaking changes
Items:
- Moved properties
Item.Races
,Item.Professions
andItem.BodyTypes
to a new propertyRestrictions
of typeItemRestriction
- Changed the type of these properties to
Extensible<TEnum>
and added a propertyOther
to support future restrictions without throwing
Equipment skins:
- Changed the type of
EquipmentSkin.Races
toExtensible<TEnum>
Skills:
- Changed
Skill.IconHref
to not-null (but possibly empty) - Introduced base type
ActionSkill
for skills that require activation - Introduced base type
SlotSkill
for heal, utility and elite skills - Changed
ActionSkill
properties to not-null as they were previously nullable only to support passive skills:Slot
WeaponType
Professions
- Changed the
Professions
property from an empty list to a list of all professions when there are no profession restrictions, for example for open-world bundle skills.
Super Adventure Box:
- Renamed
SuperAdventureBoxMode.{Infantile->Exploration}
Full Changelog: v1.0.0-rc.1...v1.0.0-rc.2