-- conditions now support the use of custom variables! Which is to say, you can slot in
-VAL:-,
-STR:- and
LIST{} special characters to set Condition parameters on a map based on player decisions from prior scenes--or even just at random.
-- moved the triggering of
OnLoaded dialogue forward so that it triggers before most starting battlefield conditions (all of them except for
NewArmy,
SetArmyAlliance,
SetArmyColor,
Deployment, and
RosterNumber) go into effect. This provides an opportunity to shift variable values impacting battle conditions at the very start of the battle!
Here, for instance, is OnLoaded dialogue that successfully randomizes Global Lighting for a map with a
Global Lighting,-STR:Lighting- condition:
<Dialogue trigger="OnLoaded" convID="Random Lighting" r="false">
<Branch num="0" name="">/
<Action>SetStr/Lighting,PICK{Daylight|Overcast|Night|Sunset|Dawn|Lava}</Action>
<Action>EndConvImmediately/</Action>
<Reply>Done./EndConv</Reply>
</Branch>
</Dialogue>
-- implemented the
Roster Number condition in both battle and cut scenes, allowing switching of the current roster for purposes of recruitment, camp activities, and battle deployment.
-- implemented the
Fatigue condition in battle, allowing different armies to start with varying amounts of Energy missing.
-- implemented the
Space Bonus and
Space Damage conditions in battle, allowing the editing of individual space properties.
-- implemented the new
Death Rules condition, replacing the old
Permadeath condition. Death Rules takes one of the following four strings as its sole parameter:
Permadeath/Wound Level/Back at 1/Back at Full.
If Death Rules are set to
Permadeath, fallen characters are immediately removed from all rosters, per the Telepath Tactics default; if set to
Wound Level, fallen characters are gone until recovered (whether via camp activities or a SetStat action); if set to
Back at 1, fallen characters return in the next scene with 1 health; and if set to
Back at Full, fallen characters return in the next scene at full health.
Death Rules can also be set to some other, arbitrary string, in which case death will have no inherent effect whatsoever beyond the character being removed from the current battle. (Note that regardless of what Death Rules are in play, you can still institute custom effects for fallen characters via
OnCharDeath dialogue.)
-- implemented a third difficulty setting, "Brutal." The three difficulty settings, in addition to changing prices for recruitment and items, change the Death Rules for the campaign (Relaxed = Back at 1, Challenging = Wound Level, and Brutal = Permadeath).
-- created documentation for all existing operators in the game.
-- began documenting all existing conditions in the game.
-- began work in an in-game scripting reference allowing the player to browse all supported Actions, Replies, Conditions, Triggers, Tags, Operators, etc. in-game while editing a campaign.
-- fixed: the game would crash when loading a non-deployment battle with unused FromPlayerRoster spawn locations.
-- fixed: the AI wouldn't bother attacking with Blinded characters due to their zeroed-out accuracy. This was unsatisfying, so the AI now ignores Blinded status for purposes of weighing whether to attack with someone.

-- fixed: a few annoying timing errors during AI-controlled turns.
-- fixed: temporary status effects were not getting removed from characters after battle.