- created a new random event: Recruitment Duel.
- cleaned up some of the more awkward "like" dialogue; excluded the one generic line from being selected if personality-specific variants were available.
- replaced the "Labor" daytime option with a Jobs Board. Every day, a selection of different ways to make extra money will present itself...
- new job type available: working as caravan guards. You pick two characters to accompany a caravan and help green units fend off a bandit attack.
- increased the maximum range on Grapple Pull to 3.
- proc gen battles can now account for a third, allied army when determining unit positioning (a necessity for making proc gen three-army battles that aren't just free-for-alls viable).
- fixed: one of the "like" dialogue lines for imaginative characters inappropriately referenced hobbies instead of material things.
- fixed: in some circumstances, non-golem, non-spirit proc gen characters could be spawned with a salary of zero (e.g. from the GenerateUnique script action).
- fixed: the randomly chosen socioeconomic class of proc gen characters could override the inventory quality parameter in the GenerateUnique script action.
- fixed: the graphic for steel mail was missing.
- fixed: choosing to proceed with a custom menu button selection in the face of a pop-up warning would not close the pop-up menu if proceeding meant staying within a custom menu.
- custom strings can now be used as the loadID for unit spawns in battle.
- new optional parameter for GenerateUnique and GenerateUniqueFromNPC script actions: Force Personality. This forces the character to be generated with one particular personality type that you specify.
- proc gen battles now accept premade character types, not just proc gen characters. (Just use a loadID in place of the character class, with a : in place of the /.)
- proc gen battles now accept destructible object assignments to particular armies.
- cleaned up some of the more awkward "like" dialogue; excluded the one generic line from being selected if personality-specific variants were available.
- replaced the "Labor" daytime option with a Jobs Board. Every day, a selection of different ways to make extra money will present itself...
- new job type available: working as caravan guards. You pick two characters to accompany a caravan and help green units fend off a bandit attack.
- increased the maximum range on Grapple Pull to 3.
- proc gen battles can now account for a third, allied army when determining unit positioning (a necessity for making proc gen three-army battles that aren't just free-for-alls viable).
- fixed: one of the "like" dialogue lines for imaginative characters inappropriately referenced hobbies instead of material things.
- fixed: in some circumstances, non-golem, non-spirit proc gen characters could be spawned with a salary of zero (e.g. from the GenerateUnique script action).
- fixed: the randomly chosen socioeconomic class of proc gen characters could override the inventory quality parameter in the GenerateUnique script action.
- fixed: the graphic for steel mail was missing.
- fixed: choosing to proceed with a custom menu button selection in the face of a pop-up warning would not close the pop-up menu if proceeding meant staying within a custom menu.
- custom strings can now be used as the loadID for unit spawns in battle.
- new optional parameter for GenerateUnique and GenerateUniqueFromNPC script actions: Force Personality. This forces the character to be generated with one particular personality type that you specify.
- proc gen battles now accept premade character types, not just proc gen characters. (Just use a loadID in place of the character class, with a : in place of the /.)
- proc gen battles now accept destructible object assignments to particular armies.