Fixed a bug where creatures did not heal themselves when needed if they couldn't see hostile creatures.
Fixed a bug where companion pathfinding didn't take creatures that could not be displaced into account.
Fixed a bug where creature's state wasn't properly updated after an on-hit effect.
Fixed a quickslot related bug.
You can no longer order companions to target non-evil creatures that aren't yet hostile.
Undead no longer get animated in locked prison cells.
Everlasting ammunition no longer stacks.
If you don't use autoammo, autoequip tries to equip normal ammunition before special ammunition when the quiver is empty. Mainly it avoids ammunition of Dismiss and Explosion.
When a possessed creature gets unpossessed, it now re-equips itself and updates its item interests.
You can now press B to cycle through blocked areas on the autopilot map screen.
When there are no hostile creatures seen, pressing F to fire ranged moves the target cursor automatically to nearest suspicious furniture if it's within range.
Level up -screen now has a red text near the Continue text if you have skill or talent points left. (You can save points for later use, but the points can only be used on level ups)
New setting: "Reveal furniture creatures after level explored", under Creatures, off by default:
If checked, once you have completely explored a dungeon level, all remaining furniture creatures (living statues, mimics, animated objects, etc.) will be revealed, and will move towards the stairs and the Carillo teleporter. This will also open all closed (non-locked) doors on the level.
For the reveal effect to happen, this setting needs to be on when you receive the XP award for completely exploring a level. Toggling it afterwards has no effect.
Update notes for release 61.10
Autoexplore no longer autopilots to locked doors blocked from autopilot.
Companions in travel- or stay-behavior no longer search for secret doors when autoexploring.
Recent update made it possible to end on a trap after blinking. Fixed.
If a companion can't find a path to the destination point of a travel command, the examine mode cursor is changed to "unreachable area" cursor.
Friendly fire confirmation dialog is no longer shown if friendly creatures in the area of effect are immune to the effect.
Autopilot map now shows a red frame around areas blocked from autopilot.
Shopkeeper's remaining wealth is now updated as you select items to buy / sell, similarly as the player's wealth when selecting items.
The log is now saved and restored when loading a saved game.
Update notes for release 61.9
Fixed a bug where autopiloting to a known trap could place companion on the trap.
Fixed a bug where commanding a companion to stay at current spot in examine mode set the companion to follow / regroup behavior instead.
Fixed a bug where sleeping evil creatures or evil creatures that had not yet seen the spellcaster were not targetable for Holy Burst.
Fixed a bug where companion would not use ranged weapons if in stay-behavior and ranged tactics.
Autoexplore now stops before a closed door.
You can now cycle the behavior of the current companion under the cursor in examine mode with ENTER, X, NUMPAD DIVIDE, or LMB. When choosing a target for something (ranged attack, talent, etc.), ENTER and LMB aren't usable, the other keys are. There is so little space left in the examine- / target-mode log area to list all keys, so only X is mentioned there.
Update notes for release 61.8
Last release introduced a bug with previously gained Great Ability talents and checking talent requirements. Fixed.
Fixed a bug where companions would not turn their lantern off if player's lantern was off and player was tracked by some creature.
Companions now prefer returning throwable weapons as ranged weapons versus shootable items. Also affects non-returning throwable weapons when wearing the Gauntlets of Throwback.
Added situations where autopiloting and resting is halted: companion gets stuck in slime or web, a nearby trap set by player gets sprung.
You can now see companion's info in examine mode even if the companion is not currently seen.
When commanding a companion to travel to a spot, a circle and the companion number is shown on the spot in examine mode / autopilot map until the companion has reached the stay-spot.
AI and pathfinding tweaks.
New setting: "Companions blink with player" under "Companions".
Controls what happens to companions when player uses the Blink talent or a Potion of Blink. Affects only Blink and not other means of teleportation, like using Wand of Rapid Regroup.
If 0, companions are teleported with the player. (default)
If 1, companions in stay-behavior are not teleported with the player.
If 2, companions are never teleported with the player.
Update notes for release 61.7
Fixed a bug where poisoned creatures thought that they were attacked by an unseen enemy after blinking.
Fixed a bug where on hit -effect texts were logged even if the situation was not seen.
Fixed an inventory list bug.
Fixed some bugs related to effects that have "seen hostiles" or "chain" as the area of effect, mainly Chain Lightning and Holy Burst.
Fixed a bug with animals not using Health Surge.
Fixed a bug where creatures animated from a trap did not attack the one that sprung the trap.
Fixed a charm related bug.
Animated and summoned creatures created by an evil aligned creature now remain evil aligned after their master has died / lost, and can be targeted with Holy Burst and such, which only damages evil creatures.
Devices (orbs, wands, etc.) now show range in their properties, if applicable.
Devices / talents that affect creatures and have automatic target selection are dimmed in lists if there are no applicable creatures in range.
Ordering a companion to drink potions (CTRL + ENTER or SHIFT + ENTER) in loot manager is now longer immediate even when no hostiles seen. You can now set a potion for several companions without the loot manager closing. Companions drink the potions as their next actions. If you need immediate action, you can do that from the companion's inventory.
If you have selected a Great Ability talent during level up, it now counts as an ability increase when checking the ability requirements of other talents.