* delete all modular content
* clean up
* Update guard.yml
* spear first pass
* Add imperial two-handed sword and update spear
Introduces the imperial two-handed sword with new sprites, prototype, and animations. Refines spear configuration: adjusts damage, animation, and offsets, and updates its sprites and prototype to use a new resource path. Improves melee weapon animation logic for both thrust and slash attacks.
* neck displacement
* Update neck.png
* Update migration.yml
* dagger
* Add sword prototype and refactor melee weapon swing logic
Introduces a new sword entity and associated textures. Refactors melee weapon swing logic by renaming SwingLeft to CPSwingLeft and updating related code. Adjusts animation offsets and rotation values for daggers, spears, and two-handed swords. Moves and updates dagger texture assets to a new directory structure.
* hatchet
* sickle
* Add skimitar sword entity and sprites
Introduced a new 'skimitar' sword entity with description and associated sprite assets, including icon, in-hand, and equipped states. Also updated the imperial sword's name and description for clarity.
* Add rapier weapon and adjust melee weapon balance
Introduced the imperial rapier weapon with associated prototype and textures. Increased the default single-target melee damage modifier to 1.3 and removed per-weapon clickDamageModifier overrides from dagger, spear, sword, and two-handed sword. Also increased sword base damage to 10 for better balance.
* Add iron tool/weapon variants and update wall thresholds
Introduces iron variants for pickaxe, shovel, dagger, rapier, spear, sword, and two-handed sword, including new sprites and YAML prototypes. Adjusts wall and ore vein damage thresholds for destruction and sound triggers. Updates migration.yml to map modular iron weapons to new iron variants and spawns stone blocks on stonebrick wall breakage. Also refactors dagger textures to use an 'iron' directory.
* Refactor ice dagger and adjust blacksmith skills
Replaced CP14IceDagger with CP14WeaponDaggerIce, updating its parent, stats, and components for consistency. Adjusted base dagger damage types. Blacksmith job and related melting skills are now commented out or disabled, reflecting a change in skill progression and job setup.
* Update ice_dagger.yml
* Deprecate sword mastery skills and update melee swing logic
Commented out SwordMastery, RapierMastery, and SkimitarMastery skills and removed their assignment from guard and artisan job prototypes. Renamed CPSwingLeft to SwingLeft in melee weapon code for clarity and updated related logic.
* Remove requiredSkills from anvil and furnace recipes
Eliminated the 'requiredSkills' field from all recipes in Anvil/misc.yml and furnace.yml. This simplifies recipe definitions and removes skill prerequisites for crafting these items.
* Update guard_commander.yml
* Comment out freeLearnedSkills for T1 and T2 skeletons
Disabled the freeLearnedSkills entries, including SwordMastery and SkimitarMastery, in both T1 and T2 DemiplaneAntag skeleton YAML prototypes. This change may be for balancing or testing purposes.
* Update migration.yml
* Update migration.yml
* guidebook
* r
* spear passive + hammer passive
* tool hammer + skimitar refactor
* balance tweak
* kick nerf
* TOWER DEFENCE UPDATE
* default shield refactor
* buckler (only sprites)
* Update migration.yml
* buckler parry
* some fixes
* Update T2.yml
* Update T2.yml
* Update instruments.yml
* Update migration.yml
* M O P
* war axe
* Update migration.yml
* Keen Eye skill
* arrows + bow + loadouts
* Update tools.yml
* trading
* fix
* Update misc.yml
* Update migration.yml
* base identity hide
* ui
* Better UI
* store data in Mind
* disable arrivals an leave announcement
* tips updated
* Enhance identity recognition and examination feedback
Added logic to display remembered character names during examination and improved the process for remembering character names on map initialization. Also updated localization files to include new examination feedback strings. Minor refactoring and bug fixes in identity recognition systems.
* Update CP14SharedIdentityRecognitionSystem.cs
* fix
* Refactor pacified block logic to action system
Moved pacified block functionality from magic spell components to the new CP14ActionSystem and related components. Removed CP14MagicEffectPacifiedBlockComponent and its logic, and introduced CP14ActionDangerousComponent for handling pacified checks. Updated examine and checks logic to use the new action-based components, improving separation of concerns between magic and action systems.
* finish pacified
* mobtargetstate refactor
* skillpoint cost refactor
* somaticAspect refactor
* material cost refactor
* mana cost now
* stamina cost
* SSD + verbal aspect
* religion
* music tool refactor
* vampire
* get rid of this event
* manacost refac
* Remove magicType field from spell definitions
Eliminated the 'magicType' property from all CP14MagicEffect components in spell YAML files across Electric, Fire, Life, Light, and Water categories. This streamlines spell configuration and may reflect a change in how magic types are handled in the system.
* Remove mana cost reduction effects from skill tiers
Eliminated the ModifyManacost effects from tier 2 and tier 3 skills in electromancy, healing, hydrosophistry, illusion, and pyrokinetic. This change standardizes skill progression and may be part of a balance update to mana cost mechanics.
* comment out T3 tiers
* namespace refactor
* fix hands
Increased minimum light level and updated sun shadow directions for smoother transitions. Changed light curve calculation to use cosine, adjusted day detection threshold, and added a console command to check current light level. Renamed and fixed logic in CP14IsNight rule. Updated map and prototype files to use new ambient light colors and ensure consistency.
The Magic Druid Staff loadout has been commented out in the adventure job loadouts, likely for balancing or removal purposes. Minor formatting and cleanup changes were also made to the vampire locale and demiplane reward rooms files.
* Add respawn action for ghosts with confirmation popup
Introduces a new respawn action for ghosts, allowing them to return to the lobby and respawn as a new character. Adds supporting systems, localization, prototype definitions, and an icon for the action. The action includes a confirmation popup to prevent accidental use.
* Prevent respawning with the same character in a round
Introduces a system to block players from rejoining a round with a character that has already died, notifying them with a localized message. Refactors and moves respawn-related localization strings to new files for both English and Russian.
* Prevent admins from character reuse restriction
Added a check in CP14RespawnSystem to allow admins to bypass the restriction that prevents the same character from re-entering the round. This ensures that admin users are not limited by the character reuse logic.
* Update ShowHealthBarsComponent.cs
* mana split now can destroy mana trace
* delete aura examine
* Add aura confusion status effect and concealment reagent
Introduces the Confused Aura status effect, which causes entities to leave randomized magical aura imprints. Adds the CP14HideMagicAuraStatusEffectComponent, new localization strings, alert, and reagent (Aura concealment solution) that applies the effect. Updates magic vision logic to support the new effect, and adds related icons and prototype definitions.
* vampire market
* easy vampire clothing craft
* obscure magic trace