That said, there were a few bugs I didn't address, simply because I could never recreate them on my machine. The most major of these are:
- Spell targeting problems, where sometimes targets are targeted more than once
- Natives sometimes use horses in caves during combat
- Starting a turn between two clearings where one is a cave, sometimes acts as though you started in a cave.
If you encounter any of these, can you please save the game at your next possible opportunity, and send it to me? I really don't like leaving these bugs unaddressed, but until I can see them myself, there's nothing I can do!
With that "disclaimer" out of the way, here's what's new in this version (warning - very long list):
New Features:
- Option on character sheet to have combat windows open every Evening - default ON
- Better error reporting when an image file cannot be found (causes the game to exit, rather than play on)
- New spell selector interface: allows choosing the same spell more than once
- New Character Frame header layout
- New Spell Working: Make Whole
- New BattleBuilder GUI
- Full interface for standalone Battle tester
- Non-linear creation of battle situations
- More control over inventory (ie., damaged armor)
- Easy to make changes before playing the battle
- Full interface for standalone Battle tester
Fixed Bugs/Issues:
- Counter typos reported by beta-testers:
- Vulnerability fixed on Soldier HQ - Heavy not Medium
- Added the words "HIDE 1 die" to Shoes of Stealth treasure card (though it always worked that way)
- The Silver Breastplate has been fixed: Heavy vulnerability, not Medium
- Octopus is now circled 4 instead of circled 2 on RED side
- Vulnerability fixed on Soldier HQ - Heavy not Medium
- Proofread all counters: found 3 more errors which are now fixed: }
- T Spider front move time is now 3 instead of 4
- Patrol 1 values switched (was backward: light on dark, and dark on light)
- Morning Star unalerted speed is now 6 (was blank)
- T Spider front move time is now 3 instead of 4
- No longer have unlimited actions after moving with a Pony
- Fixed problem when loading a save game where characters have hirelings
- Characters become unhidden at the start of their turn (instead of midnight)
- Horses cannot be activated unless they are strong enough to carry your character AND your inventory
- Inactive horses are included when determining what you can carry (rule 3.6/4)
- Cannot switch out horses after recording a MOVE action for the day (I know this isn't completely accurate, but will work for now)
- Die modifiers work on spells
- When no target is selected, and active weapon is not played, it's alerted state no longer changes
- Trying to LOOT the CAIRNS with no active asterisk chits no longer freezes the game
- Fixed MagicSight "Perceive Spell" issues (can't learn spells outside your ability; can only learn spell once)
- Save and End game options ONLY available during BIRDSONG now
- Boots cannot be activated unless they are strong enough to carry your character AND your inventory
- Followers with SQUEAK curse do not hide when guide hides
- Revamped Run logic to use a new system: squashes all "run" problems reported to date
- Can no longer loot the clearing directly instead of Magic Sight, when that ability is enabled
- Natives become unhidden when luring or deploying
- Natives can no longer deploy to hidden enemies that haven't been found yet
- Natives that become unhired (end of term) become unhidden
- Can only sell INACTIVE inventory now
- Disabled character development levels for now - not fully implemented
- When running, hirelings are disengaged from targets (I know that natives don't run, but I'm not fixing it this time around)
- Fixed problem with multiple free actions (Amazon with 3 extra MOVE phases due to 7L Boots, and a Horse - she was getting 4!)
- Die bonus is no longer lost on Trade table when opportunity or trouble occurs
- Gray magic spells no longer work with ANY color
- Buying drinks includes all members of the native group in the clearing, including those already hired
- Awakening all the spells on a book/artifact no longer prevents further Read Runes rolls
- Oil of Poison no longer affects daggers (may add this back as a house rule, if people want it)
- Multiple rests for a guide translate to multiple rests for the followers
- Dwarf drinking the Poultice of Health gets 3 asterisks per REST phase
- Destroyed armor is repaired before being used on a new character
- Demon MOVE times no longer affect Pilgrim's ability to ALERT, run, or cast spells
- Only "carryable" items are counted towards victory points
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