-- received new alternate Psy Academy dorm room cut scene background, added it to the game.
Had a playtesting party yesterday, and...well, it seems I'm gonna be fixing bugs again for a while.
-- tweaked some of the unit placement in Battle at the Oasis.
-- as a matter of balance, increased the Energy cost of Overhead Chop and Overhead Strike from 1 to 3.
-- any sound loops that were playing are now immediately, automatically stopped upon return to the game's title screen.
-- the team no longer automatically gains 1 morale by default when winning a battle; the default is now 0. Morale gained from winning a battle can now be set on a per-battle basis using the winMorale attribute.
-- the relative amount of aura gained from losing a battle can now be set on a per-battle basis using the lossAura attribute. (It's a decimal number between 0 and 1; by default, it is 0.25.)
-- the morale effects of losing a battle are now separate from winMorale, and are set on a per-battle basis using the attribute lossMorale. (This is set to -1 by default.)
-- fixed: the game wasn't saving the current winAura, lossAura, or winMorale during mid-battle saves. It now does, along with lossMorale.
-- increased the bar for damage below which characters will always Rest in the evening, and just generally increased the likelihood of hurt or energy-depleted units resting overall.
-- fixed a typo in which the game compared current energy to max health instead of max energy when determining the likehood of a unit resting in camp activities.
-- fixed: player-controlled characters that fell in battle would drop item sacks even if the Death Rules indicated that they weren't actually dead, thus resulting in duplication of the (still alive) unit's inventory upon their return!
-- fixed: the BackstabFactorPlus and SidestabFactorPlus tags would be reapplied over and over to the skill's backstab and sidestab factors and accumulate over time, leading to outrageous amount of sidestab and backstab damage. (I think one player hit an enemy for over 800 damage at the playtest. Oops!)
-- fixed a null error when checking for status effects tied to environmental damage in battle.
-- fixed: the shop's selling discount would be reapplied over and over to the value of owned items, gradually eroding them toward zero.
-- fixed a integer-division error in discounting the value of weapons based on their current uses out of maximum in the shop interface.
-- fixed: selecting a new character after clicking a skill button would not clear the text overlay with the skill name from the top of the screen.
-- fixed: I'd accidentally made it so you couldn't use items in battle while updating something else about character screens. (Oops.)
-- fixed: the rain loop from the Battle at Grabber's Grove would play forever, long after the battle ended.
-- fixed inaccurate description text on generated plated boots.
-- fixed a range error that occurred when clicking the report interface.
-- the report interface now responds to the Escape key being pressed.
-- fixed: the game would produce a null error when leveling up a premade unit whose counterattacks weren't specifically delineated in the XML file.