Had a playtest party for the game's campaign editor last night; today is devoted to fixing most of the bugs we found!
-- the campaign editor's help guide now only pops open on its own when you visit the Campaign Editor and there are no custom campaigns detected anywhere (that is: presumably, on your first visit).
-- repositioned the "randomize stats for level" window and redesigned the buttons to make it clearer that pressing confirm applies new, proc gen stats but doesn't close the window.
-- the Character Editor now supports negative resistances, negative dodge, and negative aptitude in character stats.
-- fixed a couple of issues with the regular expressions excluding certain characters from being typed into the bark input fields in the Character Editor.
-- fixed: generic units of specified gender were being treated as "Either" units for purposes of portrait generation in the Character Editor.
-- fixed: you could end up on the portrait-editing screen for generic characters by hitting the back button after choosing gender in the Character Editor.
-- fixed: the buttons in the Skill Progression sub-menu in the Character Editor were selecting regular Skills when clicked instead of adding to the unit's skill progression.
-- fixed: if you loaded a character with a unique portrait and backed all the way back to the choice between unique and generic, then chose Unique, the game would generate a new portrait for the character even if you made all the same species, gender, and class choices as the ones the character already possessed.
-- fixed miscolored outlines on one particular set of modular spriggat horns.
-- fixed: the Number Picker UI element would play the wrong sound effect when engaging wrap-around numbers.
-- fixed: hitting the New Item button in the Item Editor while already editing an item would result in the two interfaces overlapping instead of the new item window replacing the edit item window.
-- fixed a couple of null errors in the Load Map window in the map editor.
-- updated the Load Map window in the map editor with multi-page logic.
Also, in non-bug-fixing news:
-- added the reeds objects to the game (which I had somehow neglected to do before!)
-- updated the Attack on the Camp battle in the main campaign with the new tent objects, and enlarged the map using the new Add Row and Add Column feature in the map editor so it's less cramped.
-- updated the Battle with Bandits 1 battle in the main campaign with the new caravan wagon object.
-- fixed the scaling on the new caravan wagons to better match everything around them.