- Increase strength of slayer weapons that weren't in the original BoE by making sure that each race applies some multiplier to the ability strength
- Messages for every occasional status effect, both negative and positive. If charm/forcecage, ignore.
- Fix weapon poison not being applied
- Forcecage supported for damaging terrain (in town only, of course) and "affect status" items
- Weapon poison supported for "affect status" items; it differs from "poison weapon" items in that it honours the magic use type and doesn't risk messing up (like the Envenom spell)
- Show error messages when encountering an unimplemented spell or special node
- Fix missing handling of NPCs appearing after town dies when loading a saved town
- Remove keybindings from terrain dialog arrow buttons
- Fix arrow buttons not bound-checking fields
Dialog engine:
- Fix fields crashing after text is set while it has focus
- Trigger focus handler on untoast() to balance that in toast()
- Also: merge "nuke monsters" and "destroy monster" nodes, since the action of the "destroy monster" node isn't what it sounds like; now it simply destroys a single monster on a specific space
- Advanced town details now offers edit buttons to edit the specials immediately
Changes to dialog engine:
- Fix tiny buttons stretching to fill label area
- Fix LEDs stretching if label area is higher than LED button
- Fix LEDs ignoring font setting
- Add additional treasure type for "unique" items
- Main item dialog now shows the item ability's display name, and also has more space for the item's full name
- (Game) No-ammo missiles (eg slings) are now counted as weapons by shops
- (Dialog Engine) Fix LED groups being drawn when invisible
Changes to game:
- Permanent martyr's shield is now customizable - extra1 is per-mille chance to activate each time damage is taken, and extra2 is percent of damage taken to apply to attacker
- Absort spells is now customizable - extra1 is per-mille chance to activate each time damage is taken or a magic effect is applied, and extra2 is how much hp to gain from non-damaging magic effects
- Splits ability is now customizable - extra1 is per-mille chance of splitting each time damage is taken
- Special node ability is now called before the monster tries its normal attack, and multiple monsters can use them per round (though each can only use theirs once)
- Fix issue with breath weapons and icy touch abilities conflicting (legacy import issue)
- Add two variations of the summoning ability - summon according to summoning level (like the spells), or summon a random creature of a particular species
- Fix touch abilities using the range as chance to use
Changes to dialog engine:
- Fix tab order handling to exclude fields that are currently hidden
- Add method to retrieve the parameter passed to toast(), as a quick way to distinguish between the user clicking OK or Cancel after run() has exited
- Fix hidden fields being drawn anyway
- Fix setting stack page sometimes crashing if the current page was invalid due to earlier reducing the page count to 0
Game changes:
- Remove support for playing a sound and displaying strings when a monster is first seen, since these behaviours can easily be obtained by using the special node called in the same context.
Dialog engine changes:
- Support for changing the font size of LEDs
- When setting the page, a stack now applies a default value if the map is missing the required data
- Add utility "addPage" method to stacks
- If reducing the page count means the current page is deleted, a stack now switches to the last page
- If you do this, it adds the graphics to all relevant select graphic dialogs, at the end, allowing you to choose custom graphics without having to remember the number schemes
- It's now possible to affect weapon poison, martyr's shield, acid, and life detection from a special node
- Affect nodes now always take resistances into account when harming, but never when helping
- See monster strings are now fetched from the same list as the special encounter strings instead of a list of their own
- There is now a possibility for the scenario intro dialog to have a different icon than the scenario icon
- Remove unused intro_mess_len field
- Add method to the XML printer class to push a simple element with no attributes or child elements
- Automatically close any elements before writing the document to the stream
- Fix scenario editor File menu having an invisible "Close All" option that appeared when the option key was pressed
- As a side-effect, weapons with key skills other than the conventional three (edged, bashing, pole) are now fully supported (though the scenario editor UI doesn't yet support them)
Also:
- Print "Target Spell" before the explanatory prompts, instead of after (when fancy targeting)
- Fix sell costs being drawn on top of the button
- String-insensitive comparing for dialogue keys
(Older saved games might still work if not in a scenario.)
- Remove items that call a special node when entering a new scenario
- Remove stone block if a monster is placed on it
- Monsters captured by Capture Soul now persist across scenarios
- Fix barrels/crates not being restored when re-entering the town
- Fix issue when saving monster status effects
- Fix version number stored in saved game file; also, it's now stored in hexadecimal
- Fix issue with saving which would have caused all but the first timer to be ignored when loading the saved game
- Fix timers being written to out-of-bounds memory when loading a saved game
- Fix use of std::skipws where std::ws was intended
- Fix issue with the fields array being shifted right by one tile on loading; also, fields array is now saved as hexadecimal
- Fields and terrain array use the town's dimension instead of dimension hard-coded (in the case of fields) or stored in the file
- Fix PC editor remove from scenario option not working properly
- Reconstruct the universe when loading a saved game to ensure there isn't leakage from the previous universe
- Fix excess padding in output tarballs when the filesize is a multiple of 512
- Add hasFile function to tarball class
- Scenario and PC editors still don't link
- Copy files stage set up in the Common project
- Scenario and PC editors now placed in Scenario Editor subfolder in the output directory
- Disabled some totally useless warnings
- "About" menuitem now considered to belong to "Help" menu (even on Mac code) as far as the handlers are concerned
- Dialog string filter is now a function instead of a custom iterator
- Modal session now requires parent window as additional parameter
- Preferences and menus work! Cursors still need some work.
- Since Visual Studio has no way of showing program output that I can find, stdout and stderr are now redirected to a file.