- you can now mod new classes into the main campaign! The game will now check the Mods/_Common folder for XML files containing "Classes" in their filenames at run time, then load those alongside the game's existing classes. (Note: playing with modded classes will disable achievements for that playthrough going forward.)
- characters in the army overview screen can now be sorted by clicking the icon at the top of each column of stats: by level, morale, health, energy, appetite, and salary. (Sorting by level will not just sort by visible level, but will take into account hidden levels that have been folded into a character's progression from promoting or switching classes.)
- fixed: alt-Tabbing out of the game was causing Unity to fail to register the release of keyboard keys (most notably, Alt and Tab); this, in turn, was causing mousewheel functionality to lock up upon returning to the game, preventing mousewheel camera zoom from working.
- fixed: with the addition of new, more granular custom character recruitment chance parameters to the ShowRecruits script action, the parameters for golem recruitment during the mechanic random event were no longer matching up, causing the game to display a reccommended minimum recruitment of 100.
- fixed: during the battle in the dissident's den, it was possible to draw axefighters out of the barracks, engage in combat with them, and only later get dialogue of alarm from other axefighters upon stepping inside the barracks even though everyone had already been aggro'd.
- dialogue triggers that take a character name as a parameter will now accept a new special character Code Select
GROUP[X]
for that parameter. Any character in AggroGroup X (where "X" is the number of the AggroGroup) will suffice to trigger the dialogue.