- A set of nodes for building complex strings in a string buffer; to reference the string buffer anywhere a string is expected, you can use -8 as the string number
- A node to pause the action for a specified period of time
- Nodes to alter traits, action points (only in combat), and PC/monster names
- Node to create a new level 1 PC with a specified race, name, graphic, hp, sp, basic stats; custom graphics supported too
- Nodes to test for deadness, spells, alchemy, and status effects
- Node to centre the view on an arbitrary space
- Node to lift the "fog of war", which currently means the unseen and light masks (which can actually be disabled in preferences anyway)
- Node to edit maps (ie, specify which areas are explored)
Changes to existing nodes:
- All the rectangle nodes that affect terrain now work outdoors.
- Play sound node now has an asynchronous option
- Fix min and max modes being swapped in the check statistic node
- Select PC now allows restricting to dead PCs or to PCs with free inventory space
- Select PC now calls the "on cancel" node if a non-interactive selection fails
- Affect deadness node now allows: setting/clearing the "fled outdoor combat" flag; setting/clearing the "absent" flag used for splitting the party; (un)deleting a PC
- If context node can now check if the party is in a specific boat/horse as opposed to any boat/horse
- 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
- Supports playing arbitrary sound along with the split (rather than just teleport sound or no sound)
- Correctly imported from older save files
- Support for splitting off an arbitrary subgroup of the party rather than just a single PC (though the special node doesn't yet allow this)
- Support for leaving town while split - if you leave town, the absent PC's items are not dropped on the ground when later entering a town
- Option to not change location when reuniting
- If you reunite in a different town than you started, you are returned to the town you split from
- Select PC node can now select a specific monster, rather than a PC; it's renamed to Select Target
- Damage node no longer allows setting pic to 1 to damage active PC in combat
- Damage node now accepts a sound to accompany the damage
- Damage node now works on monsters
- All affect nodes that can work on monsters no longer get the monster to affect from ex2a - instead, they use the currently selected target
The default target selected when a special node chain begins execution has changed.
- When called in certain contexts (kill/see monster, monster special ability), the monster that triggered the node is the default target.
- In the use/target space contexts, if there's a monster on the space, it's selected as the default target.
- If neither of the above hold and the game is in combat mode, the currently active PC is selected
- Otherwise the previous behavour is used - if the party is split, select the sole PC, otherwise select the whole party.
- Moved change/swap/transform terrain to the General section
- Merge change outdoor terrain into general change terrain
- Merge if town/outdoor terrain nodes
- Merge the if+take nodes with the equivalent base nodes
- Merge secret passage node into the can't enter node
- Move outdoor shop to the General section since it's not restricted to outdoors
- New story dialog node displays a sequence of strings one at a time, like the Exile 2 intro dialog
- New town nodes for animations: run missile, animate monster attack, draw simple boom with optional damage number
- If fields node expanded - now checks if the count of the desired field type existing within a specified rectangle falls within a given range
- Place items and move items nodes can now set the items as contained, provided there's a container on the destination space
- All rectangle nodes can now be restricted to just the boundary, as per the documentation
- 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)