- Fix documentation of how to format map graphics, to match the logic in the code
- Fix display of map graphics both on the automap and in dialogs
- Add Choose button to select the map graphic
- Fix the vanishing text bug again (this time it only triggered for fields with a single character in them)
- Fix scroll wheel in terrain area going beyond section boundaries
- Fix text not being drawn in dialog text fields when first activated
- Fix terrain being painted while scrolling the map to the east (especially with the keypad)
- Fix item or monster palette remaining active while editing outdoors
- When using a large brush, hilite all affected spaces
Bugs:
- Arrow keys activated the arrow buttons in the list-mode edit string dialog
- Graphics classification was not saved correctly in some cases
- Contact info was not correctly saved/loaded
- Place Monster node didn't have a choose button for the monster type
- Alt-Backspace and Alt-Delete did not work correctly in dialog text fields
- When clicking Edit Terrain Types, sometimes the list of items or monsters would appear instead
- Fix monster 0 being selectable in the choose monster dialog
- Fix the hotspots of all the cursors to be more intuitive
New:
- When interrupting a special node sequence with Cmd-. / Ctrl-C, the dialog that appears is more relevant.
- In the choose sound dialog, the sound now plays when you select a choice, so you can hear what it will sound like
- Added a tiny icon so you can distinguish fire and force barriers in the editor
- Removed the item/monster menus in the scenario editor (they weren't function anyway)
- Scrollbars can now have a maximum value of 0; if this is the case, they do not draw a thumb
- 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
- 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
- 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.
- Increase strength of slayer weapons that weren't in the original BoE by making sure that each race applies some multiplier to the ability strength
- Messages for every occasional status effect, both negative and positive. If charm/forcecage, ignore.
- Fix weapon poison not being applied
- Forcecage supported for damaging terrain (in town only, of course) and "affect status" items
- Weapon poison supported for "affect status" items; it differs from "poison weapon" items in that it honours the magic use type and doesn't risk messing up (like the Envenom spell)
- Show error messages when encountering an unimplemented spell or special node
- Fix missing handling of NPCs appearing after town dies when loading a saved town
- Remove keybindings from terrain dialog arrow buttons
- Fix arrow buttons not bound-checking fields
Dialog engine:
- Fix fields crashing after text is set while it has focus
- Trigger focus handler on untoast() to balance that in toast()
- Also: merge "nuke monsters" and "destroy monster" nodes, since the action of the "destroy monster" node isn't what it sounds like; now it simply destroys a single monster on a specific space
- Advanced town details now offers edit buttons to edit the specials immediately
Changes to dialog engine:
- Fix tiny buttons stretching to fill label area
- Fix LEDs stretching if label area is higher than LED button
- Fix LEDs ignoring font setting
- 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
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
Game changes:
- Remove support for playing a sound and displaying strings when a monster is first seen, since these behaviours can easily be obtained by using the special node called in the same context.
Dialog engine changes:
- Support for changing the font size of LEDs
- When setting the page, a stack now applies a default value if the map is missing the required data
- Add utility "addPage" method to stacks
- If reducing the page count means the current page is deleted, a stack now switches to the last page
- If you do this, it adds the graphics to all relevant select graphic dialogs, at the end, allowing you to choose custom graphics without having to remember the number schemes
- 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
- See monster strings are now fetched from the same list as the special encounter strings instead of a list of their own
- There is now a possibility for the scenario intro dialog to have a different icon than the scenario icon
- Remove unused intro_mess_len field
- Add method to the XML printer class to push a simple element with no attributes or child elements
- Automatically close any elements before writing the document to the stream
- Fix scenario editor File menu having an invisible "Close All" option that appeared when the option key was pressed
- 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)
Also:
- Print "Target Spell" before the explanatory prompts, instead of after (when fancy targeting)
- Fix sell costs being drawn on top of the button
- String-insensitive comparing for dialogue keys
(Older saved games might still work if not in a scenario.)
- Remove items that call a special node when entering a new scenario
- Remove stone block if a monster is placed on it
- Monsters captured by Capture Soul now persist across scenarios
- Fix barrels/crates not being restored when re-entering the town
- Fix issue when saving monster status effects
- Fix version number stored in saved game file; also, it's now stored in hexadecimal
- Fix issue with saving which would have caused all but the first timer to be ignored when loading the saved game
- Fix timers being written to out-of-bounds memory when loading a saved game
- Fix use of std::skipws where std::ws was intended
- Fix issue with the fields array being shifted right by one tile on loading; also, fields array is now saved as hexadecimal
- Fields and terrain array use the town's dimension instead of dimension hard-coded (in the case of fields) or stored in the file
- Fix PC editor remove from scenario option not working properly
- Reconstruct the universe when loading a saved game to ensure there isn't leakage from the previous universe
- Fix excess padding in output tarballs when the filesize is a multiple of 512
- Add hasFile function to tarball class