- 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
- Add Windows icon for scenario files (using the old Mac icon)
- Fix OpenAL not being deleted, causing the program directory to remain
- Fix association for old scenarios (.exs) not being removed
Also:
- Fix build broken in previous commit (due to header renames)
- Number of terrain types - as long as the last terrain in the list is unused, you can delete it
- Number of monster types - as long as the last monster in the list is unused, you can delete it
- Number of item types - as long as the last item in the list is unused, you can delete it
- Number of special items
- Number of strings (scenario, journal, outdoors, town)
- Number of signs (outdoors, town)
- Number of description rectangles (outdoors, town)
- Number of town entrances (outdoors)
- Number of dialog nodes (town); number of personalities per town is still limited, but since you can use personalities from any town and the number of towns is unlimited, you still have effectively unlimited personalities
Other related stuff:
- Fix ability to select nonexistent terrains/items/monsters from the palette
- Fix inability to find unused special strings in some cases
- Fix sometimes incorrectly selecting the current node as the next node in the chain, instead of a new node
- When cancelling from the special node dialog, it's a bit more intelligent about whether or not to drop nodes from the end of the list
- Edit string dialog now has a cancel button
- Save otherwise unused talk nodes if they contain strings, to avoid loss of data that might be important
- Fix scenario and journal strings loading incorrectly if some strings were blank
- Fix some issues with list modes activated by menu not appearing until the mouse moves over the window
- Fix incorrect instructions in list modes (it's alt-click, not command-click as the instructions indicated)
- Implement "erase town entrance" button and create a visual difference between town entrances with an assigned town and those without
- Fix inability to erase monsters after the first 60 in town
- Fix escape key accepting changes in the shop dialog, instead of cancelling
- Fix quest/shop list resetting to top after editing one
- String buffer referencing is no longer done via a pointer but instead by a magic value separate from the pointer system (it's still -8 though)
- String buffer now stored in universe instead of scenario
- Basic dialog (look/name/job) was not saved when you clicked OK (though the arrow buttons did save it)
- When changing the type of a talk node, the node was reverted to its state when the editing dialog was opened
- If you changed the type of a talk node but then clicked cancel, the change was saved anyway
- Monster radiate abilities can now specify a spell pattern to use
- Fix some abilities being incorrectly shown in the editor's ability details dialog (for example, radiate abilities were shown as "Summon aid")
- Add the recently-added monster missile types to the options offered in the editor
- Fix chance of activating not being editable for the martyr's shield ability
- Show the monster summoned for summoning abilities (finally!)
- Show the subcategory for unusual abilities (one of active, passive death)
- Fix the displayed percentage chance for summon abilities (the permille was shown instead)
- Fix incorrect action point display in the editor for the two recently-added monster missiles
- Fix crash when editing a missile ability
- Fix abilities page not showing the newly-added or recently-edited ability after exiting the detail/option dialog
- Fix pick monster button for summoning abilities being off by one
- 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
- New buttons: "place forcecage", "place stone block", and (currently non-functional) "erase town entrance"
- Forcecages with no creature inside them are now permanent
- Fix forcecages leaving the top half behind when they disappear
- It's now possible to cancel dropping an item, by pressing the drop button again
- Another fix for the issue with bad outdoor encounters
- Add frame around item palette entries
- All areas with scroll wheels can be scrolled using the scroll wheel if the mouse is in the area
- In addition, the terrain view is scrollable with the scroll wheel (hold Control for horizontal scrolling)
- The above applies in the game too, whenever the scroll arrows are visible
- 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
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
- Node to change a monster's location (also works on party members)
- Node to temporarily place text on the map
- Fix the "lift fog" node
- Remove the optimization of only redrawing a terrain space if it has changed
- Missing special node opcodes
- Pass the party's (or in combat, the active character's) current location to special nodes triggered by timers
- Fix the set pointer node
- Fix terrain palette not correctly registering clicks while scrolled down
- Fix sheets not correctly being copied from the temporary files folder
- Fix monster abilities not being loaded from new scenarios
- Fix custom sheets not being reloaded if they have changed
- Documentation tweaks
- Fix timers triggering every turn after they expire
- More fixes for uninitialized data
- Fix attack 3 type changing to match attack 2 type when changed
- Fix last node in the node chain duplicating over the entire chain once you clicked OK
- Fix issue where finding an unused node returned the node currently being edited.
- 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)
- 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