Yet more small fixes and improvements!
[p]I keep finding little things that need fixing, and so I continue to fix them! Here's what's new in version 1.0.53:[/p][h3][/h3][h3]UI and other improvements:[/h3]
- [p]the game now gracefully handles weapon-switching while attack tiles remain visible onscreen.[/p]
- [p]added in version 1.0.53a: it's now harder to kill the kineticist who calls in reinforcements in the blacksmith rescue battle when playing on difficulties above Relaxed.[/p]
- [p]added in version 1.0.53b: a new unit appears in the last battle on difficulty levels above Relaxed.[/p]
- [p]fixed: a change to the game's code intended to let it gracefully handle missing dialogue lines in other contexts had caused it to stop generating missing response lines on the fly during camp, leading to a lot of "I don't know what to say" moments.[/p]
- [p]fixed: the Reinforcing Spine item was not adding to the target weapon's max uses correctly.[/p]
- [p]fixed: selecting a skill and then equipping a new weapon that retained access to the selected skill was not causing the game to update damage and to-hit-chance data reflected in the attack tiles based on the weapon's new stats.[/p]
- [p]fixed: selecting a skill and then equipping a new weapon that causes the character to lose access to the selected skill (or the base skill the selected skill depends upon) was not causing the game to deselect the skill and clear its attack tiles.[/p]
- [p]fixed: selecting a skill and then unequipping a weapon that grants the base skill the selected skill depends upon was not causing the game to deselect the skill and clear its attack tiles.[/p]
- [p]fixed: the game was using an item's full, base value rather than its modification cost when charging the player for repairs and engravings at the blacksmith.[/p]
- [p]fixed: human female hairstyle 20 had somehow lost its formatting, causing it to no longer show up.[/p]
- [p]fixed: one of the snow-chasm-transition terrain tiles (snow-chasm3TipTL, to be exact) had incorrect rotation data.[/p]
- [p]fixed: the game was not wiping its memory of old characters when starting a New Game Plus (as it was supposed to be), meaning that custom characters recruited in the prior playthrough would not show up again during recruitment.[/p]
- [p]fixed in version 1.0.53a: when playing with gamepad controls, selecting the dialogue option to return to the shop after clicking to exit was not returning gamepad focus to the shop interface.[/p]
- [p]fixed in version 1.0.53a: when playing with gamepad controls in roguelike mode, the game was inappropriately treating the gamepad as having focus on the save game button in the turn box at the start of each player turn in combat after the first.[/p]
- [p]fixed in version 1.0.53a: one of the camp activity narrations for wood carving was missing a special character necessary to account for characters without male pronouns.[/p]
- [p]fixed in version 1.0.53b: major plot events occurring in town in the morning (specifically those tied to the game's first bad ending) would get preempted and fail to appear if they coincided with a scheduled league match in the arena.[/p]
- [p]fixed in version 1.0.53b: one of the units in the last battle was mistakenly spawned at level 38 instead of level 20.[/p]
- [p]updated the moddable version of the main Together in Battle campaign with scripting fixes from the last month of updates.[/p]
- [p]fixed: the character creator was overwriting character default facial expressions when filling in gaps at the conclusion of character creation.[/p]
- [p]fixed in version 1.0.53a: generic gasul units with Changing gender created in the campaign editor's character creator were not being displayed correctly when spawned in battle.[/p]
- [p]fixed in version 1.0.53a: the custom portrait button tooltip for generic characters in the campaign editor's character creator was being displayed on the wrong UI layer.[/p]