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Update OpenMW to 0.45.0
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Authored by aleksvor on Mar 30 2019, 8:44 AM.

Details

Summary

New features:

  • Non-actor objects display visual effects during spellcasting
  • Creatures without any collision box use auto-generated ones
  • Launcher: File paths of selected content files can be copied via context menu
  • Actors play casting animations during scripted spellcasting
  • As an option, barter deals permanently modify merchant disposition
  • Ranged weapons deal critical hits to unaware opponents
  • 360° screenshots of various kinds can be made
  • 'ToggleBorders' debug instruction ("tb") available in console
  • Sound generator keys in activator animations are supported
  • Some of the debug settings previously available as command line arguments can be set up in the launcher
  • Support for per-group KF animation replacers has been added
  • Shader water is rougher during bad weather
  • The number of enchanted items in a stack is shown in the Spells window
  • The actual chance of hitting the target is used for AI weapon rating instead of just the skill
  • The real potential damage of a weapon is used for its rating
  • A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target
  • As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat
  • The logging system has been heavily reworked
  • AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance
  • AI uses the root mean square of melee-weapon damage for more precise weapon rating
  • AI accounts for weapon speed when rating a weapon
  • Various vanilla GMSTs regarding combat action rating are utilised
  • 'sTo' GMST ("to") replaces hyphen in the Spellmaking menu
  • New count field in the Alchemy window allows you to brew multiple potions at the same time
  • To improve performance, actors outside of the AI processing range are no longer rendered but faded out
  • AI processing range can be configured via an in-game slider and a configuration option
  • If the animated creature model lacks a collision box, the non-animated model's collision box is used as a fallback
  • Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have

Full changelog here.

Test Plan

Loaded my save and continued playing.

Diff Detail

Repository
R2249 openmw
Branch
master
Lint
No Linters Available
Unit
No Unit Test Coverage

Event Timeline

aleksvor created this revision.Mar 30 2019, 8:44 AM
aleksvor requested review of this revision.Mar 30 2019, 8:44 AM
DataDrake accepted this revision.Mar 30 2019, 3:59 PM
DataDrake added a subscriber: DataDrake.

LGTM. Thanks!

This revision is now accepted and ready to land.Mar 30 2019, 3:59 PM
This revision was automatically updated to reflect the committed changes.