Just a small patch here to address one particularly bad bug, but it's necessarily going to have all the other improvements I've been adding along with it, so here's version 0.6.31!
First, the improvements:
- the game now keeps an internal log of the activities, events, and battles that occur each day! You can't actually see this log yet, but that will be coming in a future update. 😉
- new skill: Place Caltrops 2! Range 1-2, tosses a row of caltrops onto the battlefield. Doesn't end the turn.
- Architects now learn Place Caltrops 2.
- the architect now gets +1 range on Build Wood Barricade 2.
- Megaliths now get +6 energy and learn Hold.
- Mantis Knights now gain the ability to continue acting after using the Halberd skill.
- when a Mantis Knight uses Lance, it now blocks access to Halberd for the rest of the turn (since Halberd is just an alternate version of Lance)--and vice versa.
- increased the maximum range on Create Fire and Create Ice from 2 to 3.
- changed Jump's after-attack behavior from Can Move to Use Once.
- rebalanced laboring to make it less effective as a substitute for fighting in the arena (particularly since there are multiple other options on the jobs board now). The energy cost to labor is now 50% instead of 30% and pay now scales more slowly with a character's base strength--past base strength 10, much more slowly.
- cave exploration now takes characters 2 days to participate in instead of 3.
- in Psy Clash, you can now pay 2 energy to draw another card once per turn!
- in Psy Clash, abilities can no longer bring an opponent below -1 energy. (Previously, the lower bound for player energy was -6.)
- in Psy Clash, the game now tells you how many cards your opponent has in their hand at any given time.
- added a copy of Gasul to the player's starting deck in Psy Clash.
- painted new human male hairstyle: balding.
- painted new human male hairstyle: long and curly.
- painted new human male hairstyle: neck-length and wavy.
- new in 0.6.31b: decreased damage scaling on Trueshaft from 190% to 170% of strength.
- new in 0.6.31b: increased the maximum range on the Photokineticist's Decoy skill to 3.
- new in 0.6.31b: photokineticist decoys now have a tag that causes the AI to treat them as attack targets on par with other characters.
- new in 0.6.31b: the bowmen in Battle in the Northern Stepwell will now all become aggressive once the player moves into the northern third of the map.
Next, the bug fixes:
- fixed: on certain occasions, the game could throw a key-not-found error when silently promoting an enemy in the arena, causing the game to freeze.
- fixed: the deck viewer would throw a range error and refuse to open if the player had more than 40 cards.
- fixed: page-flipping buttons in the deck viewer hadn't been connected to the function that updates the cards.
- fixed: the promoted bronze golem's stomp animation wouldn't play on accompanying skills if they weren't facing downwards.
- fixed: the game would display novice battle primers instead of weapon repair kits during the item sale event if weapon repair kits were the items chosen to be on sale.
- fixed: a hotfix from the last week had caused the Babble script action to stop working on dialogue tree branches past 0.
- fixed: sometimes, Psy Clash AI opponents would take their turn before registering that they'd drawn a new card.
- fixed: there was no defeat scene set for the Save Grandpa, Strikebreaking, or Duel in the Streets event battles.
- fixed: dacoit pyrokineticists of level 5 or higher had an invalid skill because they were using the deprecated name "Melt" instead of Defrost.
- fixed: in Psy Clash, certain minions could block the minions behind them from being clicked.
- fixed: in Psy Clash, the Gasul's sprite did not display correctly.
- fixed a typo in Manbir Raksha's dialogue when reporting findings to him.
- fixed in version 0.6.31a: there was a formatting mistake in the new script defining how much aura characters earn while laboring which caused the game to treat everyone as possessing a base strength of 0.
- fixed in version 0.6.31b: the game could lock up when using a loud skill in the blacksmith rescue battle due to a scripting mistake.
- fixed in version 0.6.31b: completing Battle in the Northern Stepwell without talking to the bound character would result in that character remaining immobilized and heavy in perpetuity.
- AI fix in version 0.6.31b: characters who were both immobilized and drowning in water or lava would nonetheless use items and skills.
- AI fix in version 0.6.31b: the game was not recognizing chasm tiles as instant-death spaces when calculating the value of knocking enemies in (and the danger of parking a character on top of them), leading to situations where the AI--one its highest settings--would nonetheless choose moves that damage a character in lieu of simply offing them.
- fixed in version 0.6.31b: upon promotion, the game was overwriting the levels for any existing skills in the character skill progression, resulting in that character learning all remaining skills at once.
- fixed in version 0.6.31b: the Drain card in Psy Clash stated that minimum energy was -6 (when in fact minimum energy is now -1).
- fixed in version 0.6.31c: the recruitment interface fix from version 0.6.30d was only functioning for the first page of recruits.
- fixed in version 0.6.31c: the skill progression fix from 0.6.31b, as implemented, was causing characters to not receive tags relating to skills already in their skill progression upon promotion.
- fixed in version 0.6.31c: swapping positions via the SwapUnitPositions script action (used in skills like Twirl) wouldn't work properly if one of the units was in a position that would ordinarily be unmovable to the other.
- fixed in version 0.6.31c: non-flying characters could Twirl or Trade with targets with an elevation difference of 2 or greater.
- fixed in version 0.6.31c: swapping positions via the SwapUnitPositions script action (used in skills like Twirl) wouldn't work properly if one of the units was in a position that would ordinarily be unmovable to the other.
- fixed in version 0.6.31c: in the blacksmith rescue mission, even though the map was flagged not to award the player a victory by killing all enemies, the prisoner (who belongs to his own army) was being awarded a victory under those conditions instead.
- fixed in version 0.6.31c: when in Kalkerapur during the day of a scheduled league fight, the Find Blacksmith option would be visible whether it was supposed to be hidden or not.
Finally, a new script action for the creation suite:
- new script action: AddDayLog. Creates a log entry memorializing an activity, event, or battle occurring that day. Three parameters: log entry category, log entry body, and (optional) number of days passed (in case you want the log entry to reflect an occurrence on a day other than the current one).
That's it for now. Until next time!
--Craig
