- Enlightenment status now wears off over time
- Improve ghost mode - now you can pass through force barriers and forcecages too (but not escape forcecages); also locked doors or specials that block your progress... pretty much nothing can block your way now in ghost mode.
--> Part of this change was made in the previous commit as well.
- New debug command - Give Item. Since this is meant for debug use only, you have to enter the item's ID; players should instead use the character editor.
- Fixed custom spells (with Start Targeting node) not correctly honouring the range in combat mode (instead they had a range of 0)
- Fixed custom spells (with Start Targeting node) always calling a local node to determine the effect of the spell. Now they call the same type of node that initiated the targeting (so, if it was initiated in a scenario node, they call a scenario node, etc).
- Fix some unintentional switch fallthroughs
- Flash Step erroneously printed a "not implemented" error message
- Fix get num response dialog incorrectly formatting the prompt
- Fix some crashes while talking due to the game still assuming there were 60 nodes
- Fix SDFs with y >= 10 not being zero-initialized when you enter a new scenario
- Allow special nodes to aware more than 200 XP in one batch (though in most cases, you probably don't want to)
- Fix Display Small Message node trying to use the wrong string, due to applying the legacy string modifiers. This also affected Debug Print Nums, which just copy-pasted the same code.
- The Dumbfound/Enlightened and Sleep/Hyperactivity status effects no longer "wrap" into each other. Thus, if you're dumbfounded, a "Cure Dumbfounding" item never enlightens you, but if you're not dumbfounded, it will.
- Fix an issue with invalid strings when porting outdoor shops
- Fix Reset Help option in the preferences causing a crash