- Rename unblockable damage to "weird" and special damage to "unblockable"
- Monsters now support immunity to any damage type
- Fix using wrong damage type for bonus damage in PC-on-PC attacks
- Forbid use of unblockable (formerly special) damage by the scenario designer, except in special nodes; if hacked in, it's replaced with weird (formerly unblockable) damage.
- Fix damage amount text in animations (both single-frame booms and fully animated booms)
Changed the following things from weird (formerly unblockable) damage to unblockable (formerly special) damage:
- Starvation
- Debug 'K' command
- Damage from items forcibly ending flight
- Damage from bashing doors
- 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
- Some item abilities didn't appear in the editor ability selection dialog
- If have (+take) nodes took by default (ie when left at -1)
- Rename button in edit terrain dialog, as the old name barely fit
- Fix attempt at accessing invalid placed town locations
- Fix attempt at accessing invalid terrain in editor when checking whether to apply transformations
- Add instant help message
- Prevent from ending town combat if one member is in a forcecage or if everyone's in a different forcecage (you can still end it if everyone's in the same cage)
- If entering town combat while caged, everyone remains in the cage
- Penalties to melee combat if the target or attacker is in a forcecage (higher penalties if the attacker is caged, unless they're using a pole weapon)
- Instead of placing a forcecage at every location where someone gains forcecage status, the game now syncs forcecages (placing them on locations where someone has forcecage status) at the end of the move.
- The Flash Step and Word of Recall spells and any specials that move the party also clear their forcecage status, so that a new forcecage won't appear on their new location. If they're moved into a forcecage, the syncing process will give them the status at the end of the move.
- Forcecage status now supported for the Occasional Status item ability
- Forcecages now eventually expire on their own even if you can't break out. Unoccupied ones also have a slight (0.1%) chance each turn to expire.
- Affect Status node now allows forcecage status. (It also works as documented, using Extra 1c rather than 2a as the status type.)
- Preset monsters placed in preset force cages gain the status at town initialization; it's a lot more than they'd gain through the syncing process, so unless they break free, it'll last a very long time.
- Monsters/PCs with spells (and PCs with Mage Lore) now have an increased chance of resisting entrapment in a forcecage
- If the full party is subject to a forcecage, the PC with the best chance of breaking free (assuming they don't resist) is chosen to determine whether they resist. Note that this may not be the PC with the best chance of resisting in the first place.
- Protection from Forcecage now implemented as an item ability
Other stuff (though related):
- Reset party's combat pos to the null location (-1,-1) after a cutscene ends; to not do so would mess up get_loc() calls
- 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 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 some uninitialized fields getting populated with random data
- Fix identity of last edited town and outdoor section not being saved
- Fix editor sometimes saving to application directory instead of overwriting the loaded scenario
- Fix town specials being saved to outdoors list and vice versa
- Fix right-most column of map not being loaded properly
- Fix town entry node for start town being called after the first turn of the scenario
- Add option to call a special node at startup (right after the intro dialog)
- 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
- 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
- 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
- Fix crash while resting outdoors
- Fix screen not going dark while resting
- Fix crash when starting a new game from the death dialog
- Fix several typos that completely broke combat and special encounters
- Fix bless/curse being inverted when applied to PCs
- Fix booms not showing when stepping in damaging fields in combat
- Fix crash when attempting to save a game that has never before been saved (due to clicking cancel at the initial save dialog)
- Fix some of the flickering during animations
- Support "special" damage on PCs - pierces invulnerability much like it does for monsters
- Fix monster missiles sometimes being mistargeted in combat mode
- Fix iLiving->index conversion
- Add special damage to scenario editor list
- Fixes PC melee attacks using webs from the wrong PC
- Support for PC-on-PC attacks is in place, though these code paths are currently not entered; could be used for charmed PCs, for example
- In many cases, status effects that don't affect monsters are now supported for them (but still don't affect them... yet)
- The "special" damage from assassination is now handled differently; support for it is no longer hard-coded into damage_monst(), and the message display for it is handled externally from damage_monst(). Also, it's no longer used for any kind of magic weapons.
- Select target special node has changed its way of selecting a specific monster/PC as the target
- Fix monster-on-monster attacks applying poison on all three attacks instead of just the first
- cCreature split into seperate file-pair from cMonster/cTownperson
- fileio.cpp split into general, party, and scenario sections
- classes.h file deleted