- Fix some issues with Hostile B monsters (their presence didn't prevent taking nearby items, and they became Hostile A after a mindduel)
- Fix the town a saved creature was in not being saved in the saved game file
- Fix town not going hostile when you damage a friendly monster
- Show monster name in description of summoning item abilities (in-game and in the scenario editor)
- Don't call drop special nodes when storing an item in a container
- Don't use exceptions to determine whether a slot in the get window has an item in it
- Fix placed items defaulting to 0 charges instead of -1 (fortunately, this didn't actually cause a bug)
- Fix ability description in item dialog not updating after you edit the abilities
- Fix off-by-one issues in several cases of the pick monster dialog
- Show charges field in placed item dialog if the item is given the Shoot Flames enchantment
- Fix enchantment field not being filled with the current value when opening the edit placed item dialog
- Fix placed item dialog not updating after you set a new enchantment by editing the field (rather than using the Choose button)
- (Dialog engine) Fix initial focus handler call passing wrong control ID
- Enlightenment status now wears off over time
- Improve ghost mode - now you can pass through force barriers and forcecages too (but not escape forcecages); also locked doors or specials that block your progress... pretty much nothing can block your way now in ghost mode.
--> Part of this change was made in the previous commit as well.
- New debug command - Give Item. Since this is meant for debug use only, you have to enter the item's ID; players should instead use the character editor.
- Fixed custom spells (with Start Targeting node) not correctly honouring the range in combat mode (instead they had a range of 0)
- Fixed custom spells (with Start Targeting node) always calling a local node to determine the effect of the spell. Now they call the same type of node that initiated the targeting (so, if it was initiated in a scenario node, they call a scenario node, etc).
- Fix some unintentional switch fallthroughs
- Flash Step erroneously printed a "not implemented" error message
- Fix get num response dialog incorrectly formatting the prompt
- Fix some crashes while talking due to the game still assuming there were 60 nodes
- Fix SDFs with y >= 10 not being zero-initialized when you enter a new scenario
- Allow special nodes to aware more than 200 XP in one batch (though in most cases, you probably don't want to)
- Fix Display Small Message node trying to use the wrong string, due to applying the legacy string modifiers. This also affected Debug Print Nums, which just copy-pasted the same code.
- The Dumbfound/Enlightened and Sleep/Hyperactivity status effects no longer "wrap" into each other. Thus, if you're dumbfounded, a "Cure Dumbfounding" item never enlightens you, but if you're not dumbfounded, it will.
- Fix an issue with invalid strings when porting outdoor shops
- Fix Reset Help option in the preferences causing a crash
- Fix light mask not rendering correctly
- Fix terrain-sourced lighting not being calculated on scenario load
- Fix light-removing items incorrectly applying their ability strength
- Fix smash patterns not affecting opaque tiles (such as mouldy walls)
- Fix monsters outside the light range not being rendered when fog is lifted
- Fix town timers not being cancelled when you leave town
- Fix non-existent outdoor wandering encounters sometimes triggering due to uninitialized data
- Hard-wrap some doc lines
- 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.
- Random item of special class (works much the same as random item of treasure class)
- Specific item, with percentage chance
- Item whose purchase calls a special node
- Limited stock is only supported for standard items, optional items, and special node hooks
- Shops can now contain more than one type of item (for example, both mage and priest spells)
- Shops can now specify any talking portrait
- Healing options in a shop now have an info button giving a brief explanation (partly because it was easier than maintaining the exception)
- Additional healing option (not present in default healing shops): cure acid
- Acid is also no longer removed when you leave town or end combat (unless it's about to wear off)
- Always start shop mode with the scrollbar scrolled to the top
- Fix crash when entering an outdoor shop (and outdoor dialogue for that matter)
- Treasure generation system can now return junk items (treasure type 0), but only if explicitly requested; this is possible in shops but not with monsters since 0 means no loot
Dialog Engine:
- When setting a scrollbar's maximum, it now ensures the current position doesn't end up greater than the maximum
- The job board is loosely based on Exile III's job board; the dialog is converted from the one contained as a relic of E3 in BoE
- Quest system is loosely based on a mix of Exile III jobs and Blades of Avernum quests
- Talking to a monster (even a hostile one) can now trigger an arbitrary special node
Dialog engine:
- LED's now support wrapped labels
- Fix take_gold function adding to party gold instead of subtracting
- Fix wandering NPCs not appearing if the town was stored in a save slot
- If IF_FIELDS node called while outdoors, skip to jumpto
- If IF_STATISTIC called on selected target with whole party selected, default to cumulative check
- cCreature split into seperate file-pair from cMonster/cTownperson
- fileio.cpp split into general, party, and scenario sections
- classes.h file deleted
- 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
Where stat-boosting items were already accounted for, the effects remain unchanged by this; however, some additional effects have been added.
Strength-boosting items have the following new effects:
- Increases hit points gained on level-up
- Increases amount PCs can carry
Dexterity-boosting items have the following new effects:
- Increases hit chance in unarmed combat
Intelligence-boosting items have the following new effects:
- Increases effectiveness in a mindduel
- 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
- 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
- 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
- Fix custom missiles causing a crash if graphic not found
- Fix display in transcript of damage taken by monsters
- Fix missile start items not having their missile graphic set
- Fix immunity fields being signed (which would've prevented immunities from working properly)
- Don't bother generating a random number if min and max are the same
- Fix monster attack types not showing right
- Fix checking for item abilities returning 0 instead of 24 when not found
- Fix not updating screen when switching active PC
- Abilities are much more generic, but also much more complex; a set of "templates" is provided to try to make it more accessible
- There is now a possibility for monsters to charm each other
- New monster ability: radiate blade fields
- Fix permanent martyr's shield giving immunity to fire walls
- Fix paralysis ray giving immunity to ice walls
- All monsters that radiate fields are now immune to the fields they radiate
- It's now possible to create an item that protects from any type of damage, status effect, or species (though some status effects may not be implemented)
- It's now possible to create slayer weapons for any species
- Merge most of the spell usable abilities into a single "cast spell" ability which can take any spell as an additional parameter
- Merge the affect status usable abilities into a single "affect status" ability which can take any status as an additional parameter
- Merge acidic and poisoned weapon into a single "status weapon" ability which can take any status as an additional parameter (though the handling for other statuses isn't yet implemented)
- Fix mass charm spell getting worse as you intelligence bonus increases
- Mass charm item spell is now easier to resist (an unintended side-effect)
- PC versions of Wrack and Unholy Ravaging implemented (for use as item spells)
- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type
- Clear out a lot of commented code
- Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
- 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)