- Vahnatai race implemented
- Pacifist trait implemented
- New trait: Anama - classified as a disadvantage but also has some perks
- PCs with bug race now immune to web fields
- PCs with undead/demon races now do that type of damage on unarmed attacks
The new races and traits probably still need some work/balancing.
- Fix escape not ending shop mode
- Fix outdoor special spots not being drawn
- Fix special spots sometimes appearing off the edge of the sector in the scenario editor
- This means killing the party after calling the end scenario node will give the death screen instead of the victory screen
- Reversing the order of the checks also makes it airtight in case of any future changes
- 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
Other changes:
- PC-on-PC attacks now account for the target's dexterity, evasion items, and parry status
- Harmful spells that inflict a status effect now work if targeted on a PC
- Turn Undead, Dispel Undead, Ravage Spirit spells, when cast by a PC, now consider the possibility of undead/demon party members, and work if targeted on them
- Forcecage is now allowed for monster touch/ray abilities
- Items that inflict curses, slowing, or webs now account for items that grant resistance
- 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
- Augmentation - gives one PC bonus hit points
- Nirvana - gives one PC negative dumbfounding and bonus spell points
- Icy Rain - like Firestorm, but cold damage
- Flame Aura - Damages spaces adjacent to caster
- Summon Aid - Like Summoning, but only summons one
- Major Summon Aid - Like Major Summoning, but only summons one
- Flash Step - Short-range teleport
- Fix Blade Aura spell not having refer and timing information; it also had the wrong ID (82 instead of 72
- 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
- Fix secret passage nodes (CANT_ENTER with ex1a = 0, ex2a = 1) not working
- Set many flags now sets the entire row of 50 flags
- Division node now accepts either SDF to be null
- New mode for append item to buffer - adds the item's "interesting string" rather than its name
- Affect mage/priest spell inverted the meaning of ex1b relative to other affect nodes; this has been fixed
- Fix affect party status being confused about which fields mean what (the implementation had one idea, and the porting of old scenarios had a different idea, and the scenario editor had yet a different idea). In addition, it now allows removing the statuses.
- Fix some typos in special node information for the editor
- Previously, item spells that don't enter targeting mode would use the item user's level to determine the effect.
- Also, item spells that have multiple targets used to use the item user's level to determine the number of targets.
- Mass Sleep spell was completely unimplemented; it now works just like Mass Paralysis (except for causing sleep instead of paralysis)