v0.5.4 (Hotfixes)
[h2]v0.5.4b[/h2]
- Fixed crash during faction battles
- Fixed in some cases unable to re-enter a settlement after a battle had occurred there.
- Fixed error loading into battles.
- Fixed null exception when loading into zones, after a battle has taken place.
- Fixed duplicate shopkeepers spawning after battles.
- Fixed quests spawning for NPCs that do not exist either due to leaving from low prosperity, or death in battle.
- Fixed after entering the inn room, unable to reenter.
- Fixed crash when leaving inn room.
- Fixed Grimjaw's defeat not marking fortress as defeated or removing faction influence.
- Fixed player unable to complete quests due to faction battles. NPCs required for a quest which have been killed (from a battle or otherwise) will now automatically respawn upon reentering the town.
- Fixed all doors in a settlement are open and unlocked after a battle is finished, even doors that should be locked.
- Fixed issue where locations currently in battle would be invisible to the quest system, causing various unintended effects.
- Fixed killed npcs permanently disappearing after a battle is resolved. NPCs killed in battle will now always respawn after enough time has passed, given the town has the required prosperity.
- Faction armies can no longer walk on top of locations. This fixes an issue where battles could be started while standing on a location, which technically was not a siege (attacking from a city, or attacking an army that happens to be standing on a city).
- Bandit armies will no longer chase the player while standing on a town (or other location).
- Fixed battles (in the case where the player is attacked by an army) taking place on the tile of attackers, instead of defenders tile.
- Fixed bug allowing player to keep receiving rewards for a successful battle.
- Fixed crash "Attempt to enable respawn for NPC with respawn info".
- Fixed summoned animals attacking guards in Aridax and Stonewarden towns.
- Fixed mail courier (part of "Gremlin's Grief" quest) stuck always following the player.
- Fixed quest "Confidental Matters" missing the dialog option for the Guard Captain.
- Fixed some parts of the character creation user interface not scaling correctly, according to the "UI Scaling" setting.
- Fixed array out of bounds exception to do with field of vision attempting to refresh partially outside the map bounds.
- Fixed crossing paths with an allied armies will initiate a battle (against no one).
- Fixed shops not selling or buying some rare animal materials (beetle wings, spectral remains, etc).
- Ethereal Gremlins no longer can spawn decay roots.
- Removed text "World Turns: X" from overworld HUD, which was intended for debug mode only.
- Reduced speed and view distance of bandit armies to make them less punishing (more balancing changes to come).
- Speed up influence decay rate, so influence recedes faster when a location is defeated.
- Tweaked army compositions for more variety, reduced chance of armies comprised only of archers or melee units.
- Faction structures (Bandit Camps, Gremlin fortresses) now spawn in wilderness tiles, as they did prior to v0.5.4.
- More improvements to simultaneous turns for faster gameplay. Enemies chasing the player now move simultaneously if out of attack range.