More small fixes and improvements
[p]Greetings, tactics fans! This is another small update in which I continue to fix bugs and improve the experience in small ways.[/p][p][/p][h3]Changes to the Main Campaign[/h3][p][/p][p]First, we have a few changes designed to make it easier to keep lower-level characters caught up with the rest of the team without risking their lives in the arena, and to ensure that that remains possible throughout the campaign:[/p]
- [p]increased the availability of battle primers somewhat in the shop to make it easier to catch up underleveled characters.[/p]
- [p]increased the range of levels where novice and intermediate battle primers are effective to keep them useful for longer.[/p]
- [p]in the shop, intermediate battle primers are now much more likely to appear instead of novice ones once the player enters Gharial League; and once the player enters Snow Leopard League, expert battle primers are now much more likely to appear instead of novice or intermediate ones.[/p]
- [p]added in version 1.0.51a: the game now actively checks non-Golem, non-Spirit custom characters when initiating camp and--if they're missing Practice, Clean, and Talk camp activities--adds them.[/p]
- [p]fixed: the game was playing drowning sound effects when checking environmental damage for destructible objects submerged in water.[/p]
- [p]fixed in version 1.0.51a: custom characters were being generated without certain core camp activities available to them.[/p]
- [p]fixed in version 1.0.51a: mind controlling an enemy minion during Psy Clash would result in the minion's attack sound effect reverting to a sword slash sound.[/p]
- [p]fixed in version 1.0.51a: the epilogue used the word "screenplay" where "stageplay" was appropriate.[/p]
- [p]fixed in version 1.0.51a: there was a "the" missing in one line of Malatose's dialogue during her first interrogation ("Getting straight to point now, are we").[/p]
- [p]fixed in version 1.0.51b: some background- and trait-specific camp activities for certain custom characters were still not showing up post-hotfix.[/p]
- [p]fixed in version 1.0.51b: portraits for certain generic characters were not loading due to a mistake in the code adding support for custom static generic character portraits.[/p]
- [p]fixed in version 1.0.51b: a bug fix from a previous update was causing characters already present among saved characters to not get recruited during battle (most noticeably during the character sibling event in the arena).[/p]
- [p]fixed in version 1.0.51b: skills which place multiple holds or create multiple objects at once were granting experience multiple times.[/p]
- [p]fixed in version 1.0.51b: skills which place multiple holds or create multiple objects at once were counting multiple times for purposes of how many times the skill had been used in battle.[/p]
- [p]you can now assign your own custom static portraits to generic unit types in the character creator![/p]
- [p]you can now manually select skin and hair palettes for generic character portraits (and, for humans, their corresponding unit sprites) in the character creator.[/p]
- [p]updated placeholder text in the tags field for the map editor's Unit Properties window, removing the long-since-deprecated "Add," text.[/p]
- [p]fixed: the character creator was formatting portrait data for generic characters in such a way that their hair layer wasn't being detected upon loading them in a custom campaign.[/p]
- [p]fixed: the character creator was not saving hair palette or skin palette data for generic characters.[/p]
- [p]fixed: the map editor was throwing a null error when trying to create tooltips upon mousing over FromPlayerRoster character stand-ins.[/p]