- created a new battle for the revenge quest event sequence.
- the revenge quest sequence can now begin at any time after advancing to Gharial League.
- fixed: if an army in a battle was completely neutral by way of being allied to every other army, the game would treat them as having vanquished all enemies and immediately end the battle with them as the victor.
- AI fix: the retreat AI algorithm was not accounting for area preference or patrol tags, causing characters with no usable skills to retreat without regard for the areas they were supposed to be moving towards.
- the game can now process custom strings used as part of a scene's display name.
- new script action: AddNickname. Gives a character a new nickname to be used by a second character in dialogue. (To make it a nickname everyone uses, leave the Second Character Name parameter blank.) Parameters: Character Name, New Nickname, Second Character Name.
- new script action: HideDialogueBox. Allows you to manually hide the dialogue box during dialogue.
- new script action: ShowDialogueBox. Causes a hidden dialogue box to reappear.
- three new special string stats are supported for SetStringByStat: First Name, Last Name, and Nickname. (These are read-only, so don't try using them as a parameter with SetStat.)
- added last name as a supported attribute value for the SetStringByNPC script action.
- changed the runScript attribute in CampActivities.xml to runScripts to make it consistent with the rest of the game.
- updated in-game documentation for the IfBioDetail-type script actions and the -BIO:X- special character with the default bio detail types.
- fixed: in-game documentation for the AddNPC script action was missing the tenth parameter, Blood Relative.
- fixed: in-game documentation for the SetStringByNPC script action was missing blood relative among the supported attribute values listed.
- fixed: getting a unit's load ID via the SetStringByStat script action would return an empty string for proc gen characters. (It now returns the unit's name, which can stand in for its load ID in virtually every use case.)
- the revenge quest sequence can now begin at any time after advancing to Gharial League.
- fixed: if an army in a battle was completely neutral by way of being allied to every other army, the game would treat them as having vanquished all enemies and immediately end the battle with them as the victor.
- AI fix: the retreat AI algorithm was not accounting for area preference or patrol tags, causing characters with no usable skills to retreat without regard for the areas they were supposed to be moving towards.
- the game can now process custom strings used as part of a scene's display name.
- new script action: AddNickname. Gives a character a new nickname to be used by a second character in dialogue. (To make it a nickname everyone uses, leave the Second Character Name parameter blank.) Parameters: Character Name, New Nickname, Second Character Name.
- new script action: HideDialogueBox. Allows you to manually hide the dialogue box during dialogue.
- new script action: ShowDialogueBox. Causes a hidden dialogue box to reappear.
- three new special string stats are supported for SetStringByStat: First Name, Last Name, and Nickname. (These are read-only, so don't try using them as a parameter with SetStat.)
- added last name as a supported attribute value for the SetStringByNPC script action.
- changed the runScript attribute in CampActivities.xml to runScripts to make it consistent with the rest of the game.
- updated in-game documentation for the IfBioDetail-type script actions and the -BIO:X- special character with the default bio detail types.
- fixed: in-game documentation for the AddNPC script action was missing the tenth parameter, Blood Relative.
- fixed: in-game documentation for the SetStringByNPC script action was missing blood relative among the supported attribute values listed.
- fixed: getting a unit's load ID via the SetStringByStat script action would return an empty string for proc gen characters. (It now returns the unit's name, which can stand in for its load ID in virtually every use case.)