Patch version 1.0.29
Howdy, tactics fans! I've got the next player campaign showcase recorded; I'll be uploading it in the new few days. In the meantime, though, here's version 1.0.29!
For this patch, we've got some more bug fixes (including fixes to a couple of AI issues), plus some fixes that should help to promote greater roster flexibility in custom campaigns:
-- fixed: you could undo after using an item.
-- fixed: characters couldn't grab aura out of item sacks if their inventories were full.
-- fixed: the game would preserve save slot 100 as the last-used save slot when testing campaigns in the editor.
-- fixed: the AI was applying a score bonus for backstabbing and avoiding a counterattack to otherwise-useless moves (like shoving a target onto an ordinary space without any elevation change), sometimes leading the AI to choose these moves.
-- fixed: if a character burned/drowned to death at the start of the AI's turn and the first character chosen to move was a healer, the AI would sometimes proceed with a move to heal the just-perished character, resulting in them shielding an empty space.
-- fixed: the game was sometimes detecting infinite loops when in fact the scripts had all simply finished running normally.
-- the game now recognizes character portraits belonging to the current speaker when using a script ID reference for the speaker name in dialogue.
-- fixed: recruiting a character via script ID or name rather than load ID during a cut scene was not working.
-- hotfix in 1.0.29a: in some rare situations, the AI could get into an endless loop and never end its turn.
-- hotfix in 1.0.29a: dialogue set to end immediately that triggered a Wait script action would inappropriately display the dialogue menu while the Wait action was pending. (This occurred most noticeably during the Coria Dogs Basement battle.)
For this patch, we've got some more bug fixes (including fixes to a couple of AI issues), plus some fixes that should help to promote greater roster flexibility in custom campaigns:
-- fixed: you could undo after using an item.
-- fixed: characters couldn't grab aura out of item sacks if their inventories were full.
-- fixed: the game would preserve save slot 100 as the last-used save slot when testing campaigns in the editor.
-- fixed: the AI was applying a score bonus for backstabbing and avoiding a counterattack to otherwise-useless moves (like shoving a target onto an ordinary space without any elevation change), sometimes leading the AI to choose these moves.
-- fixed: if a character burned/drowned to death at the start of the AI's turn and the first character chosen to move was a healer, the AI would sometimes proceed with a move to heal the just-perished character, resulting in them shielding an empty space.
-- fixed: the game was sometimes detecting infinite loops when in fact the scripts had all simply finished running normally.
-- the game now recognizes character portraits belonging to the current speaker when using a script ID reference for the speaker name in dialogue.
-- fixed: recruiting a character via script ID or name rather than load ID during a cut scene was not working.
-- hotfix in 1.0.29a: in some rare situations, the AI could get into an endless loop and never end its turn.
-- hotfix in 1.0.29a: dialogue set to end immediately that triggered a Wait script action would inappropriately display the dialogue menu while the Wait action was pending. (This occurred most noticeably during the Coria Dogs Basement battle.)