- Dying to a trap while attempting to open a container won't display the "get items in container" dialog with no alive character anymore.
- Casting the priest Light spell now updates the surrounding areas automatically (like Light and Long Light mage spells; moving or waiting isn't required anymore).
- Debug and Ghost mode are now turned off when loading a game.
- The shop scrolling bar is now properly cleaned up when loading a game while shopping.
- Items are now automatically combined when identified in a shop. To avoid any loss of information, the game now gives the identified item name in the message window (format : "Your item is identified. (full_item_name)"
- If an "active" character (i.e solo fighting) is incapacitated (AP reduced to 0 because of webs, sleep, paralysis, etc) the rest of the party (if present) is now activated the next turn.
- Entering a space containing the special node number 50 won't "force move" the party anymore.
- Added a compatibility option (mainly testing purpose) : "specials are triggered when on boat".
- The restart option of the death menu now works as intended.
- Finally renamed the "Heal All" monster priest spell from "Full Heal" to "Revive Self". That should prevent any further confusion.
- Using items now always updates the ap counter.
- For the sake of consistency : changed labels "Power Potion" to "Energy Potion" potions in the Alchemy menu.
- Redrawing the screen is now correctly handled by specials in all mode (e.g a special that changes a terrain will correctly redraw the screen, even if it was called by looking or moving).
Scenario Editor :
- Redid the custom pictures drawing implementation : custom pictures should now always appears and redraw (terrain, animated terrains, monsters, items, preset items, ...).
- It is now possible to directly give the "Drain missiles" ability to bows and crossbows (use the "Weapon Ability" menu).
Chokboyz
git-svn-id: http://openexile.googlecode.com/svn/trunk@160 4ebdad44-0ea0-11de-aab3-ff745001d230
Classic Blades of Exile :
- Fixed a compatibility breaking issue concerning Show/hide town nodes.
Such nodes work the same way it were (i.e flawed) in legacy scenarios, fixing problems about towns that should appear but don't.
- Petrifying touch ability acts again as Disease touch in legacy scenarios, preventing the "vorpal cockroach" syndrom.
Classic Scenario Editor :
Two new working fields in the Scenario Details dialog :
- Minimum version, which is unused for now (it represents the minimum version of the game that is needed to play the scenario)
- Program Make Version (not to confuse with Scenario Version), which is the version of the scenario "format" to use :
- first number is the major version : set to 1 for legacy scenario, hence forcing legacy compatibility.
Anything higher is "new scenario" format and makes the game use fixed features.
- the two next numbers are unused for now.
Chokboyz
git-svn-id: http://openexile.googlecode.com/svn/trunk@157 4ebdad44-0ea0-11de-aab3-ff745001d230