- added Cancel buttons at every stage of the custom difficulty wizard to let the player opt out instead of finishing selecting all the options.
- increased the energy cost of Cut from 1 to 2 and the damage from 50% of Strength to 30% of Strength.
- began writing a new, distinct response type reacting to character hobby lines.
- the Tab key now replicates the "next character" function of the mouse wheel in character screens and the reserve supplies window.
- wrote a new rainstorm narration for Disciplined characters.
- wrote another variant for Teach Response dialogue.
- fixed a typo in one of the sad info response lines.
- fixed: due to a scripting mistake, guessing the wrong answer to a riddle during cavern exploration would cause the game to reveal the answer.
- added documentation for the -HOBBYVERB- special character.
- new special characters: -CHAR2HOBBY-, -CHAR2HOBBYTXT-, -CHAR2HOBBYVERB-, -CHAR2LIKE-, and -CHAR2LIKETXT-, allowing a reacting character to reference their own likes in proc gen dialogue.
- fixed: a couple of null errors could occur when triggering a chain of exploding satchel charges.
- fixed: a cavalier could charge directly onto a tile with elevation 2 greater than the second-to-last tile, so long as the charge started on a tile no less than 1 elevation below the ending tile.
- fixed: a cavalier could charge and hit a tile with elevation 2 greater than the second-to-last tile, so long as the charge started on a tile no less than 1 elevation below the ending tile.
- fixed: narration about a character running out into the rain during the rainstorm event could continue to show the inside of the tent.
- fixed: narration about a wounded character during the rainstorm event could continue to show rain particle effects if the preceding character was a golem or someone otherwise outdoors.
- fixed: golems and spirits could be inappropriately chosen for certain two-character camp activities.
- fixed: the game never set the default move type for unique generated characters created via the GenerateUnique script action, causing these units to have their move type permanently set to "Swimming" when attempting to reset the unit's current move type upon emerging from water.
- fixed: backgrounds that normally provide an additional physical trait were not doing so for custom characters.
- fixed: when playing with gamepad and creating a new custom character, canceling out of the new character screen did not return gamepad focus to the custom character browser.
- increased the energy cost of Cut from 1 to 2 and the damage from 50% of Strength to 30% of Strength.
- began writing a new, distinct response type reacting to character hobby lines.
- the Tab key now replicates the "next character" function of the mouse wheel in character screens and the reserve supplies window.
- wrote a new rainstorm narration for Disciplined characters.
- wrote another variant for Teach Response dialogue.
- fixed a typo in one of the sad info response lines.
- fixed: due to a scripting mistake, guessing the wrong answer to a riddle during cavern exploration would cause the game to reveal the answer.
- added documentation for the -HOBBYVERB- special character.
- new special characters: -CHAR2HOBBY-, -CHAR2HOBBYTXT-, -CHAR2HOBBYVERB-, -CHAR2LIKE-, and -CHAR2LIKETXT-, allowing a reacting character to reference their own likes in proc gen dialogue.
- fixed: a couple of null errors could occur when triggering a chain of exploding satchel charges.
- fixed: a cavalier could charge directly onto a tile with elevation 2 greater than the second-to-last tile, so long as the charge started on a tile no less than 1 elevation below the ending tile.
- fixed: a cavalier could charge and hit a tile with elevation 2 greater than the second-to-last tile, so long as the charge started on a tile no less than 1 elevation below the ending tile.
- fixed: narration about a character running out into the rain during the rainstorm event could continue to show the inside of the tent.
- fixed: narration about a wounded character during the rainstorm event could continue to show rain particle effects if the preceding character was a golem or someone otherwise outdoors.
- fixed: golems and spirits could be inappropriately chosen for certain two-character camp activities.
- fixed: the game never set the default move type for unique generated characters created via the GenerateUnique script action, causing these units to have their move type permanently set to "Swimming" when attempting to reset the unit's current move type upon emerging from water.
- fixed: backgrounds that normally provide an additional physical trait were not doing so for custom characters.
- fixed: when playing with gamepad and creating a new custom character, canceling out of the new character screen did not return gamepad focus to the custom character browser.