Also new in this release, is the ability to play RealmSpeak as a local application, instead of a host server. This should enable those of you that have had difficulties with your firewalls to play solitaire games without trouble.
Anyway, here's the official list of changes:
NEW FEATURES:
- Swordsman's special ability to choose when he takes his turn is implemented. Note the new "Postpone Turn" button in the turn panel.
- Character Optional Abilities (all optional, of course!):
- Wizard ignores SPX; uses a MAGIC III2* instead of one MOVE M5 chit
- Captain rolls one die for all HIRE rolls
- Woodsgirl uses one die for all HIDE, SEARCH, and MEETING rolls in any Woods Clearing (not just tiles)
- Magician's alerted MAGIC chits don't fatigue at Midnight (become active again)
- Druid doesn't summon monsters from Site chits. Also, immune to curses.
- Elf must choose between Light Elf, or Great Elf. Affects which chits can be played during the game.
- Wizard ignores SPX; uses a MAGIC III2* instead of one MOVE M5 chit
- Advanced Ambush rules (4.2)
- Can now run RealmSpeak locally, without connecting to the network. Let's you avoid dealing with your firewall.
BUGS/ISSUES:
- Added a delay to the server's initial connection: hoping this will kill the bug Dan F has been seeing when doing a network game.
- Can no longer "Hang Out" between clearings. You MUST move to a clearing on your turn.
- Fixed issue where killing a monster with a transformed monster head/club was not scoring any fame or notoriety.
- Native group inventory hold radiates magic
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