- In its current state, it produces a valid, launchable Mac application package, though one that's not redistributable (relies on system-installed libraries)
- Partial support is already in-place for a Windows build
- All resources are now under data/
- Editors and Blades of Exile Base are no longer in Scenario Editor subfolder
- User scenarios are now stored in %APPDATA% / "Application Support"
- In the game, text placement is better-aligned on the main-menu buttons, in the PC stat area (both PC info and food/gold/day), in the PC items area, and in the text info bar.
- Fix leaving artifacts of previous titles in the PC stats area
- Title of PC items area is now in yellow, to match the PC stats area
- Bold text now actually looks bold (affects all programs)
- In the scenario editor, the location of the info strings above and below the toolbar are fixed
- Text in the PC editor has received numerous tweaks too numerous to list. In particular, text on the right buttons is better centred, and gold and food aren't stuck together.
- PC editor now shows race even if it's a monster race
- PC editor now recognizes the presence of the forcecage status
- PC editor now shows all traits and status effects, even if the PC has every trait or every status effect in the game.
- Move Own Boats/Horses to Scenario menu
- Disable Scenario menu if not in a scenario
- Don't bother converting notes from legacy saves if not in a scenario (affects game too)
- Add Windows icon for scenario files (using the old Mac icon)
- Fix OpenAL not being deleted, causing the program directory to remain
- Fix association for old scenarios (.exs) not being removed
Also:
- Fix build broken in previous commit (due to header renames)
- Number of terrain types - as long as the last terrain in the list is unused, you can delete it
- Number of monster types - as long as the last monster in the list is unused, you can delete it
- Number of item types - as long as the last item in the list is unused, you can delete it
- Number of special items
- Number of strings (scenario, journal, outdoors, town)
- Number of signs (outdoors, town)
- Number of description rectangles (outdoors, town)
- Number of town entrances (outdoors)
- Number of dialog nodes (town); number of personalities per town is still limited, but since you can use personalities from any town and the number of towns is unlimited, you still have effectively unlimited personalities
Other related stuff:
- Fix ability to select nonexistent terrains/items/monsters from the palette
- Fix inability to find unused special strings in some cases
- Fix sometimes incorrectly selecting the current node as the next node in the chain, instead of a new node
- When cancelling from the special node dialog, it's a bit more intelligent about whether or not to drop nodes from the end of the list
- Edit string dialog now has a cancel button
- Save otherwise unused talk nodes if they contain strings, to avoid loss of data that might be important
- Fix scenario and journal strings loading incorrectly if some strings were blank
- Fix some issues with list modes activated by menu not appearing until the mouse moves over the window
- Fix incorrect instructions in list modes (it's alt-click, not command-click as the instructions indicated)
- Implement "erase town entrance" button and create a visual difference between town entrances with an assigned town and those without
- Fix inability to erase monsters after the first 60 in town
- Fix escape key accepting changes in the shop dialog, instead of cancelling
- Fix quest/shop list resetting to top after editing one
- Fix energy-draining weapons
- Specials called when a spell is targeted on a space now work a little differently if the spell is multi-target. For each target, the special is triggered if it exists; otherwise the normal spell behaviour occurs.
- Vahnatai race implemented
- Pacifist trait implemented
- New trait: Anama - classified as a disadvantage but also has some perks
- PCs with bug race now immune to web fields
- PCs with undead/demon races now do that type of damage on unarmed attacks
The new races and traits probably still need some work/balancing.
- Negative dumbfounding increases effective magic skills; works on monsters too (though it already did)
- Martyr's Shield no longer permanent on monsters
- Invisible status effect works on monsters (same as permanent invisibility)
- Poisoned weapon status effect works on monsters (adds poison to their first melee attack)
- Restore Mind spell no longer removes negative dumbfounding
- Invulnerability status effect works on monsters (same as permanent invulnerability, and stacks with it)
- Magic resistance status effect works on monsters (halves fire/cold damage)
- Negative magic resistance doubles magic/cold damage (both on PCs and monsters)
- Fixes PC melee attacks using webs from the wrong PC
- Support for PC-on-PC attacks is in place, though these code paths are currently not entered; could be used for charmed PCs, for example
- In many cases, status effects that don't affect monsters are now supported for them (but still don't affect them... yet)
- The "special" damage from assassination is now handled differently; support for it is no longer hard-coded into damage_monst(), and the message display for it is handled externally from damage_monst(). Also, it's no longer used for any kind of magic weapons.
- Select target special node has changed its way of selecting a specific monster/PC as the target
- Fix monster-on-monster attacks applying poison on all three attacks instead of just the first
- cCreature split into seperate file-pair from cMonster/cTownperson
- fileio.cpp split into general, party, and scenario sections
- classes.h file deleted
- Shops can now sell skill upgrades without skill point costs (currently available only through special node, not through dialogue)
- Spell shops now show level and spell point cost
- Alchemy shops now show ingredients
- Make use of the constants defined for indexing the shop rects
- Support for arbitrary quantities of items in shops, rather than simply infinite for normal shops and one for magic shops (there's no hook for this yet, though, so it can't be used)
- Rearrange alchemy code a little to fix a possible situation with two-ingredient potions where you only have one of the first ingredient - instead of removing the second ingredient, it would have removed the next item in your inventory
- Equippable item abilities that have an ability strength now stack if you have multiple items with the same ability equipped