- Introduce enum for step sounds
- Remove union for treating terrain flags as either signed or unsigned
Editor:
- Add Choose button to select the "transform to" terrain.
- Implement Choose buttons as appropriate for the terrain flags, including editing the special that a terrain calls.
- Range-check the terrain flags.
- Add Custom button to choose a town as the combat arena.
- Fix/tweak/improve several of the terrain flag prompts.
- Fix placing shortcut key in field as its ASCII code instead of the letter
- Fix some of the range checks that were already in place but were incorrect or improperly static
Game:
- The wilderness terrain types now allow specifying how many d6's of food you get when hunting there.
- Crumbling terrain uses flag 2 instead of 3 to determine method (flag 2 was supposed to be strength but was never used)
- Merge two functions that did almost exactly the same thing (namely altering a terrain space and potentially updating conveyor/lights info)
- Merge switch_level into handle_lever since it was the only place it was called
- Remove global store_special_loc; the location is stored in the stuff_done array now
- Change when use/step on terrains will now update lighting if they changed to a terrain with a different light level
- Terrains that call a special no longer support mixed global/local modes - they either always call a local special or always call a global special
- Use previously unused swap_ter function (which did the exact same thing as the swap terrain special node)
Dialog Engine:
- Don't "erase" invisible icons or buttons; it's not necessary, since the entire window is filled with background before the draw() method is called, and it causes problems in case of overlapping elements.
Changes to game:
- Permanent martyr's shield is now customizable - extra1 is per-mille chance to activate each time damage is taken, and extra2 is percent of damage taken to apply to attacker
- Absort spells is now customizable - extra1 is per-mille chance to activate each time damage is taken or a magic effect is applied, and extra2 is how much hp to gain from non-damaging magic effects
- Splits ability is now customizable - extra1 is per-mille chance of splitting each time damage is taken
- Special node ability is now called before the monster tries its normal attack, and multiple monsters can use them per round (though each can only use theirs once)
- Fix issue with breath weapons and icy touch abilities conflicting (legacy import issue)
- Add two variations of the summoning ability - summon according to summoning level (like the spells), or summon a random creature of a particular species
- Fix touch abilities using the range as chance to use
Changes to dialog engine:
- Fix tab order handling to exclude fields that are currently hidden
- Add method to retrieve the parameter passed to toast(), as a quick way to distinguish between the user clicking OK or Cancel after run() has exited
- Fix hidden fields being drawn anyway
- Fix setting stack page sometimes crashing if the current page was invalid due to earlier reducing the page count to 0
- 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
- 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)