- Vahnatai no longer have a bonus to mage spells (that's now the Magery item ability)
- Vahnatai XP gain bonus changed
- Fix sliths being noted as resistant to poison (they aren't and never have been)
- Focus event split into focus and defocus
- Scroll event added but not yet properly implemented
Also:
- Remove the useless (and ignored) clickable attributes from the schema
- Pave the way for controls other than fields to be able to recieve keyboard focus
- It's now exposed in the schema with a new attribute, outline, on all elements that accept framed
- It now has four possible values: solid, outset, inset, double. Dashed or dotted may be added later; they're a lot harder.
- Second make scenario dialog uses a custom frame style
In addition, the default button is finally properly outlined when specified with the defbtn attribute.
(It would also be outlined if specified with def-key='enter'.)
The following preset buttons (available to special nodes) now respond to the enter key:
- "Leave", "Done", "OK"
- Modifiers are now given in the def-key attribute, as originally intended
- Dialogs that have a help button now assign F1 to that button (replacing shift+/ in some cases)
- F1 also brings up help in the main game (in addition to shift+/)
- Some text in this update contributed by ADoS
Also:
- Make scroll panes scroll 5 pixels per click instead of 1
- Make scroll pane page size depend on the height
Also:
- Use a scroll pane for the credits in the about dialog, so that new credits can be added without altering other elements
- Use a scroll pane for the list of sections to be deleted in the resize outdoors dialog
- New cContainer superclass for controls that contain other controls
- Scrollbars consider their maximum as part of their state
Fixes:
- For towns, the "has tavern" flag was not saved or loaded
- Outdoor roads were not saved or loaded
- For outdoor encounters, the "can't flee" and "forced" flags were not loaded, and "forced" was not saved
--> These two flags have also been separated in the code
Game:
- Roads now show on the automap again!
- Possible fix for undetected issue in displaying outdoor special spots
- Road conversion code for legacy scenarios now applied in towns too
Editor:
- New tool for placing roads, works the same as special dots
- Roads appear at all zoom levels
Other:
- Removed all terrain graphics that used the small road dot, replacing them with blank (white) space
- Make obvious out-of-bounds array accesses an error in the project settings
Fixes:
- For radiate abilities, the pattern was not saved and defaulted to single instead of square on load
- For summon abilities, what to summon was not saved and chance was incorrectly saved
- 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
- Preview terrain step sound when selecting it
- Fix uninitialized start locations
- Fix missing strings in copy files build phase
- Fix mislabelled terrain flag 3 for Call Special When Used
- 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"