Download LINK.
Took a while to track down an elusive bug. Plus the fact that I was pretty occupied with IRL stuff so this bugfix patch is a little late.
I also found another bug that caused the chance of meeting recruit-able allies to be wayyyy lower than intended, so that one is fixed now. Also scaled the spawn chance base on dungeon size (strictly higher than before).
There is also a pretty major feature in the works, but I doubt I can get it to a working state in December, so that'll be the goal for January. More info to come.
Otherwise, this is probably the last patch for 2018. Thanks everyone for their support and keeping me employed. Hope everyone have a good holiday and happy new years!
Changelog:
- freeing from devices now launches the unit a bit further to help prevent unit from dropping inside the device
- conversions now triggers "unit_defeated" event. For purposes of opening boss doors and etc.
- fixed a bug with different hotbar pages not updating properly
- fixed a bug with device-grabs attackers have incorrect orientation
- traps and other props should no longer spawn in the exit portal room
- modding: added <EXEC>ENABLE_ZONE(id, bool=true) dialogue command to enable/disable zones. Eg. "<EXEC> ENABLE_ZONE('Bandit Camp', true)"
- added 7 new hairs, 3 for girls and 4 for boys (but you can use them now if you wish)
- "lootbags" now have higher interaction priority and Devices have lower interaction priority
- fixed bug that cause chance of meeting recruitable ally in dungeon to be far lower than intended
- increased chance of meeting ally in larger dungeons (scales based on # of rooms up to about 80%)
Verdonator
2018-12-25 02:24:01 +0000 UTCVerdonator
2018-12-24 15:38:32 +0000 UTCJake
2018-12-24 14:05:56 +0000 UTCKian
2018-12-24 13:11:46 +0000 UTCJake
2018-12-24 06:48:31 +0000 UTC