WARLORDOCRACY UPDATES RELEASE DATE: 16 July 2022 LAST UPDATE: 7 June 2025 EARLY ACCESS 23.2: -Finished Chapter 5! -Physique skill now stops increasing Parry attribute after level 8. -Fixed bug where unexplored blackness didn't disappear on game load. -Fixed damage per second info in character info screen for unarmed attacks. -Fixed bug where corpses were getting resurrected on game load if they regenerated health in check script. -Aimed Jab and Crippling Strike abilities now ignore both evasion and parry (as stated in description). -Heavy weapons now cost more Meta to use (30+ stones costs 2 Meta, 40+ costs 3, 50+ costs 4). -Leadership ability now requires 8 Education like it says in the manual (instead of 5). -Increased stats of Admiral Zidas, disabled his training option in Ch.2 dialogue. -Item glimmers are now deleted when the "screen" command is called. -Updated all manuals. EARLY ACCESS 23.1: -Setting "objMobAim" to 100 now cancels target's evasion. -Self-Attunement status now grants immunity to most mental effects. -Knock-backs are now ignored in scripts if target has sufficient Physique skill. -Attacking unconscious characters now only has a 50% chance of waking them (not 100%). -Summoning Mantraps and Shamblers with Phytomancy is now limited to dirt or grass tiles, outdoors only. -Linguistics and Bluffing abilities now both extend time limit for persuasion minigame. -Finished sprites and scripts for multiple stages of the final boss. -New sprites for the destroyed Noble District fence in Ch.5. -Added some more lockpicks to earlier chapters. -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 23.0: -Setting species to "hidden" now makes mobile non-targetable. -New hidden missile sources for unseen hidden archers from windows, battlements, etc. -New script command for modders to disable manual saving (for custom save systems). -New optional parameter for "if_objNearMob" Boolean to skip LOS check. -New missile sprite for powerful Ice Lance spell (master Cryomancy). -Finished Cryomancy spells: Arctic Winds, Ice Lance, Hail Storm. -Fixed object deletion omitting a couple of variables. -Catapults now have 200 max health (up from 100). -Added more high-level gemcracks to Chapter 4. -New end-game slides for use in Ch.5. -Updated Builder's Manual. EARLY ACCESS 22.9: -Fixed bug where "pickParty" command wasn't working with full party. -Fixed bug with attack ground command (auto-targeting nearby hostiles). -Fixed bug where unexplored blackness wouldn't disappear immediately on map change. -Added two more secret gemcracks to Ch.2 for players that want to use magic early. -Lots of new sprites for broken town objects for Ch.5, as well as dry fountains. -Tweaked Foreign District map in Ch.2 a bit so pathfinding is less annoying. -Updated Items section in Player's Manual (potions and bombs). -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 22.8: -Party no longer vomits when overeating (it was confusing). -Fixed crash where bomb death scripts were looped when destroyed in explosions. -Alt explosion and fire effects don't ignite things (when bombs are triggered in explosions). -Oakia now offers to teach you to read in Ch.2 if you have low Education. -Victory music now plays after every major battle. -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 22.7: -Talking to mobiles now has a range of 3 instead of 2. -Fixed bug where certain bombs didn't have die scripts. -Pet Parrot no longer disappears at night when deployed. -AI changes targets less often when attacked and current target is nearby. -Unconscious status effect now automatically cancels AI target. -Golems now susceptible to Shock damage (updated in-game text). -Placed a lot more wealth in the Iquizzu Mines in Ch.4. -A little bit of progress on Ch.5 maps and scripts. EARLY ACCESS 22.6: -All attacks are now half speed. -Increased attack speed of all bows to adjust. -Concealment status effect is now more effective. -Tooltips now update automatically if damaged, etc. -Starting major battles now plays default sound effect. -AI Reaction time is now slower when you attack unsuspecting targets. -New "Shove Away" move for Dirty Tricks ability (now 5 tricks total). -Changed aiUseItems.wsl script so healing items are now used more frequently. -Improved Ch.4 major battle AI scripts with warlords before meeting Jawala. -Fixed bug with weather effects when changing resolution while playing. -Fixed bug where unconscious mobiles weren't waking up when attacked. -Raptors now have a 50% chance to knock back target when attacking. -Izari mercs now speak a foreign language in dialogue scripts. -New in-game texts to read: On Golems, Underkingdom Monsters. -New laughing sounds for imp AI scripts. EARLY ACCESS 22.5: -Greatly improved party member selection (drag select was messing up clicking). -Fixed delay in changing party members' destination after R-clicking to interact/examine. -Fixed bug with drop targeting that temporarily changed positions of light effects. -Fixed key name in logo tutorial message explaining how to open the editor (F1). -Mobile's ammo is now cut in half on death if they are not in party. -Climbing Ropes now costs 30 Meta, climbing Footholes costs 40 Meta. -New sound effect: climbing.wav (added into scripts). -New screen art by Straginski for Ch.5: siege. -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 22.4: -Added number hotkeys to main menu. -Fixed weapon sprite position in character info screen. -Improved "objMove" command so they will only move one pace if movement is blocked. -Improved player dialogue grammar mistakes with low Education. -Robel can now repair your weapons in Skraghaven in Ch.4. -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 22.3: -Doors in small towns now close when nobody is nearby (not in big cities for performance reasons). -New optional parameter for "reputation" command to disable messages and sounds (character creation). -Gaining reputations in character creation no longer shows a notification (much less annoying). -Updated both manuals, as well as some in-game texts. -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 22.2: -Bombs now have death scripts, and they can be ignited by fire effects. -Fire now also ignites bottles of substances, including spirits, flashdust, etc. -Sebastius now has 20% chance to flee if below 20% Health without Seb's Lover rep. -New script Boolean: "if_objNameSuff" to check for final word of name (the suffix). -New script command: "objUseSelf" to run object's use script (use itself). -New alt fire and explosion effects that do not affect parent object. -Slingshots now have +100% aim for game balance (stones are heavy). -Fixed "objEffNoParent" command (used in bomb die scripts). EARLY ACCESS 22.1: -Created Steam page for Ch.5. -Character info screen now displays attack speed. -Unarmed attack speed now determined by move speed. -New non-canon species for Holiday Havoc: rabbitfolk. -New assets for Holiday Havoc on Patreon soon (patreon.com/c/lcsoftware). -New script command: "objMobTargetParty" to target random main party member. -New script command: "objDelay" to set object's current delay for attacks, etc. -Getting certain Snallygaster Eggs in Ch.4 will now spawn an angry Snallygaster. -Music tracks with a filename that starts with "combat" now loop automatically. -Added two new combat tracks by Mathew Pablo (matthewpablo.com). -Control Birds spell now controls chickens and turkeys as well. -Added initial object scripts for poisoned weapons. -Fixed bug where poisoned weapons never depleted. -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 22.0: -Snallygasters, Raptors, and Basilisks now have 0% Pierce resistance and 50% Acid resistance (scales). -Updated manuals and encyclopedia (scaled monsters no longer resistant to Pierce damage, only Melee). -Divided tree types into more categories in objects folder (separate spruce and oak objects). -Removed Basillo from Scorched Farms map in Ch.1, added soldiers, gave Ralo a healing potion. -New object: Dream Flower (releases sleeping gas on contact, added to Ch.3). -New nature objects: plantLilly, plantWeed, treeSmall, logBig, bonePile. -Improved starting faction options in Chapter intro scripts. -Added strange symbol to maps leading to a Hargate. -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 21.9: -New script command: "disableAI" to disable all check scripts for all objects. -New script command: "objSound" to play sound attached to current object (so voice sounds don't overlap). -Party selection scripts now use the objSound command so their voices don't overlap. -Fixed character sprite position in character info window for large sprites. -Fixed some temp vars not being reset on map change (maybe fixed something). -Fish sprites now vertical so they look like they're hanging. -Added new text about Vaults and Relays in Ch.3+4. -Lots of progress on Ch.5 maps and scripts. EARLY ACCESS 21.8: -New achievement: The Lonely Road (beat the first 5 chapters with no companions). -Dirty Tricks ability now has 100% chance against targets that are not engaged in combat. -Dirty Tricks ability now requires target to be facing either toward or away from you for certain tricks. -Unconscious/sleeping mobiles are now drawn under other mobiles. -Party member speed now affects party level slightly. -Improved some Ch.2 dialogue. -More work on Ch.5. EARLY ACCESS 21.7: -Fixed rare bug where object incapacitated flag wouldn't get reset. -Jellyfish can now fly over land, then return to water when combat ends. -New script command: "objMobFindWater" to set destination to a nearby water tile. -Big Stones now have durability (unstackable) and are throwable if you have 10 Physique. -Catapults are now destructible (new destroyed sprite, updated Ch.4 story file). -Destroying Wood Barrels and Doors now has 50% chance to create Wood Stick. -Fixed Eberans not being hostile in Ch.3 (for real this time). -Fixed Jellyfish animation frames that caused crash. -Added Big Stones and Catapult to mines in Ch.3. -New Loner reputation if you beat Ch.1 solo. -Improved some party dialogue in Ch.4. -More work on Ch.5, updated manuals. EARLY ACCESS 21.6: -You can now load cannon balls and bombs into catapults with Mechanics ability. -Achievement save file is now type *.ACH and can no longer be edited with Notepad. -Unlocking achievements now gives you 1 Karma, making first playthroughs a little easier. -Blinded status now causes a 50% chance to miss in melee, cancels Spotting and Infravision. -New script command: "achieveReset" (reset all achievements to locked). -Lots of work on Chapter 5 maps, updated manuals. EARLY ACCESS 21.5: -New monster: Imp (larger versions of Vampire Bats, nocturnal). -New monster: Golem (extremely powerful constructs, slow tanks). -New monster: Gazer (floating eyes that blast targets with mind damage). -New monster: Mind Consumer (causes sleep and confusion, summons gazers). -New monster: Zap Jellyfish (hides in water, flies into air when disturbed, electric). -New monster: Nox Jellyfish (hides in water, flies into air when disturbed, poisonous). -New monster: Wisp (ethereal wisps of light, teleport, powerful elemental spells, nocturnal). -New monster: Wyrm (extremely large and dangerous flying lizard, breathes fire, regenerates). -Defending status now boosts Melee Resistance and Parry (not Pierce Resistance), drains Meta. -Fixed some blocked and water tiles and placed some jellyfish in Chapters 3 and 4. -Updated manuals. EARLY ACCESS 21.4: -Improved music track for Jadenbury Foreign District (Painted Sword by Sonic Kitchen). -Improved achievement icons: Warlord Butcher and Horror on Fortune Isle. -Fixed major bug from when status effects were rearranged recently. -Made spotting checks more efficient for performance purposes. -Mobile movement animation is now last priority before idle. -Fixed sprite when mobiles are submerged beneath water. -Fixed using "objCooldown" command in attack scripts. -Snallygasters now regenerate like Trogs. EARLY ACCESS 21.3: -System sounds no longer overlap (fail, select, etc.). -Added skill description info to character creation window when upgrading skills. -Fixed dead party members dropping pets (dropAll function now sets targeting coordinates). -Heal command works again on dead/destroyed objects (fixing recent tutorial death bug). -Mobiles now lose all status effects when they die (in case they are resurrected). -New mobiles sub-folder for Culians. EARLY ACCESS 21.2: -Finished Patron Story #5: A Feast of Bones (including new achievement). -Finished timer button and spike scripts (currently only for Patron Story #5). -Spawning objects with "make" command now checks for collision (so spawning spikes hurts you). -New object: Mealbug Nest (for Patron Stories). -Updated Builder's Manual. EARLY ACCESS 21.1: -Added unexplored blackness objects to dungeons in all chapters. -New command: "phaseAllName" to phase in/out all objects of given name. -New parameter option for "objDrawPri" ("top") to draw object over everything else. -New parameter option for "objEditMode" command to make object invisible in editor mode. -New objects: unexplored (black rectangles that disappear when entered, like fog of war). -Fixed bug with running collision script on passable objects with large dimensions. -Altered draw depth numbers a bit to accommodate for "top" draw priority objects. -Crafting boom bombs and cannon balls now requires 3 bottles of boomdust each. -Party collision checks now happen every time new game or map is loaded. -Improved AI kicking player out of forbidden maps in Ch.2, fixed glitch. -Possibly improved framerate slightly by streamlining tooltip function. -Fixed Sira Beroni's faction in Ch.2. EARLY ACCESS 21.0: -Included catapults and big stones in Chapter 4. -Fire Cleric and other reinforcements now spawn in Iquizzu during fight with Admiral Kelstev in Ch.4. -Ice Cleric now spawns during finale of Ch.4, causing a temporary blizzard that damages party. -Fixed bug with "if_objCount" Boolean, so it no longer counts dead/destroyed objects. -Fixed game messages when commanding party to attack ground (nearby baddie name). -Caltrops and spikes now cause the Slowed status effect. -Gave more starting items to party in Patron Story #4. -Updated sample parties (now 3 total). EARLY ACCESS 20.9: -New item: big stone (ammo for catapults, weight puzzles). -New objects: spikes, ancient door, portcullis, catapult (artillery with range of 10). -New trees: sun tree, moon tree (to harvest sun fruit and moon fruit), placed in Ch.4. -New ratfolk characters: Skullfinder, Marrowkin, Dagtooth (for upcoming Patron Story #5). -New script boolean: "if_objLoadTile" (check for total load on same tile as object, for puzzles). -Updated Throw Object ability description to mention that daggers and spears deal +5 damage when thrown. -Added hotkey to drop item from inventory (V by default). -Finished pressure plate and switch object scripts. -Added telescope, crab, and sun+moon fruit to Ch.4. -Restricted wealth achievements to early chapters. -Increased cannon range from 10 to 16. EARLY ACCESS 20.8: -Finished Patron Story #4: Justice of the Siliki. -Siliki can now drink salt water without taking health damage, but it does not recharge Meta. -Updated Streetwise ability script for gathering information in Ch.3+ (as well as ability description). -Fixed special ability icons in character creation window if your species naturally knows it. -Mushrooms and fruit now respawn in Jawala's Tower in Ch.4 before final objective. -Corrected player encyclopedia sprite positions (for character creation). EARLY ACCESS 20.7: -Fixed bug from previous patch where ratfolk and trogs were berserk and attacked each other. -You can now choose to either throw empty bottles when you use them, or fill them with water from map tile. -Siliki Shock ability can now be used standing in shallows (as well as swimming), increased damage and range. -Added new alternate ambient wave track for coastal maps. -You can no longer use wells or fountains during combat. -Player now starts unconscious in Ch.1. -New item: bottle of salt water. EARLY ACCESS 20.6: -Greatly increased framerate by streamlining partyChecks.wsl script. -Possibly increased framerate slightly in code in a few different functions. -Rearranged status effects in globals script so the most commonly checked ones are first. -New tech object for Ch.5: Ancient Source (charge with Power Gemcrack). -New items: Alchemy Kit, Tinkering Kit, Power Gemcrack. -Placed Alchemy Kit and Tinkering Kit in Ch.4. -All status effects are now capped at 300. EARLY ACCESS 20.5: -Smoothed stuttering a bit by distributing party member checks at even intervals. -Possibly improved framerate by making incapacitation status checks more efficient in code. -Mobiles now immediately drain all meta if unconscious in water, corpses now disappear in water (loot remains). -New script boolean to check if mobile is unconscious: "if_objMobSleeping". -New siliki characters for Patron Stories: Vizuz and Ysyllu. -New sound "drown.wav" for when party members are drowning. -New achievements: Warlord Butcher, Justice of the Siliki. -Body damage no longer wakes mobiles from unconsciousness. -Puddle objects now get deleted in water in object script. -Disabled voices in damage script if unconscious. -Updated Builder's Manual. EARLY ACCESS 20.4: -Main objective is no longer failed if militia becomes hostile at beginning of Ch.1 (Ralo escapes). -Basillo is now neutral in Ch.1, so you can travel by caravan without faction respect. -Favius the Shirtless now has different dialogue in Ch.1 if militia is hostile. -New reputation in Ch.4 for killing all four warlords: Warlord Butcher. -Improved lots of other dialogue and scripts in Ch.1. -Updated Builder's Manual. EARLY ACCESS 20.3: -New script Boolean: "if_objNearWpn" to check if weapon is nearby. -Standard AI script (aiUseItems.wsl) now searches for nearby weapons if unarmed. -New script command: "timeStop" to stop time from progressing until you leave map. -Fixed framerate slowdown on tutorial map by replacing "time" command with "timeStop" command. -Increased efficiency of "if_objMobResponsive" boolean, improving framerate with AI scripts. -You can now convince Gorbo to leave Tevani Camp in Ch.4, sparing his life. -Added more persuasion minigame topics and words. -Unconscious mobiles now face down, face hidden. -Fixed bug with "if_objMobUnarmed" Boolean. -Healing corpses is now disabled. EARLY ACCESS 20.2: -Finished Commander Ralo's dialogue in Ch.4. -Added more dialogue reactions to Dustbiter in Ch.4. -Added some graves with loose dirt and loot to Ch.4. -Player can now read Favius' love letter to Murag and Crimson. -New dialogue code to display the name of default object that started the script: "/d". -New dialogue code to display the name of the party member currently engaged in conversation: "/t". -Party now healed and cured of status effects after ship travel at end of Chapters 2+3. -Started on basic Ch.5 scripts. EARLY ACCESS 20.1: -Stringer's lute is now called "Stringer's Lute" and he refuses to drop it. -Fixed major bug with Chapter 1 boss fights triggering Major Battle flag after boss is dead. -Fixed bug where AI would attack party's inventory objects, possibly increasing framerate a bit. -Fixed bug where getting kicked out while training in a noble house would continue training outside. -Fixed bug where Pellio's corpse would keep targeting player in West Market in Ch.2. -Fixed bug where pet drop scripts would run when a save or new map was loaded. -Fixed some more minor script bugs and typos thanks to Badger. EARLY ACCESS 20.0: -Finished party banter, romances, and sidequests in Chapter 4 (for now). -Added final cutscene after Ch.4 ends where the baddies are plotting again. -You must now do every single trog sidequest in Ch.4 to get the Trog Ally rep. -Trog Ally rep now gets you lots of bonuses before Ch.4 finale (contracts, magic weapon, karma, wealth). -Fixed a couple script bugs where karma would be set to value instead of increased for quest reward. -Changed "Oakia's Lover" rep and achievement to "Shale's Lover" rep (more interesting). -Updated "mapCopyFrom" command for new save file structure. EARLY ACCESS 19.9: -Finished Milphio dialogue and side quest. -Added 5 obelisks to Ch.4 that you can translate with Linguistics for skill points. -Decreased Hellani's rates in Ch.2, added her to Ugliest Pony Inn in Ch.4 (plus quest dialogue). -Fangworms now regenerate health and spawn sandscourges when killed, sandscourges no longer poison. -Dust and smoke clouds no longer blind desert reptiles, trogs, or burrowing monsters. -Improved effect sprites for Boil Blood, Freeze Blood, and Brain Freeze spells. -Fixed attacking ground command (targets nearby hostiles automatically). -Updated manuals (added bookmarks and table of contents). EARLY ACCESS 19.8: -Released Chapter 4 (will finish side quests by New Years). -Fixed cannon blast animation effect, improved cannon scripts. -Fixed some problems with ESC menu save list when loading games. -Fixed tooltips showing for inventory window when no character is selected. -Fixed bug where you could use Wall Torches from the north, through the wall. -New script command "factionAll" to change faction of all objects of given name to new faction. -Killing a Wild Cleric will now change faction of all Izari animals on map to hostile. -Added War Tables to Pirate Hideout and Durolo's Hut in Moonshade Slums in Ch.3. -Placed Vampire Bats on Nightsteam Reef in Ch.3, slime no longer attacks bats. -There is now a Streetwise dialogue option with Daximo in Ch.3. -Using inventory pets now displays a description of pet. -Increased Ancient Relay durability from 100 to 400. -Increased Vampire Bat melee damage from 1 to 4. -Decreased Defensive Stance ability bonus a bit. -Updated Player's Manual and Builder's Manual. EARLY ACCESS 19.7: -Removed line of sight checks for artillery targeting (for now). -Carrying an abacus or scale now gives you a small discount when shopping. -Streetwise ability now gives a small discount when shopping (much less than Economics). -New town objects: bannerNoble (1-3), shieldNoble (1-3), candelabra, trophy, gazeboFloor. -New tech objects: machineBig, machineHuge, machineMassive, brewTech (1-3). -New dungeon objects: fountainDungeon, fountainDungeonBlood. -New item: scale (heavy but gives discount while carrying). -Fixed bug where throwing item at nothing damaged thrower. -Fixed torchWall collision so you can interact with it. -Lots of Ch.4 progress. EARLY ACCESS 19.6: -Dabi's Lover and Seb's Lover reps now give companions a new outfit and stat increase. -Shopping and training with Isda and Alaka in Ch.3 now requires reps (Student or Obonye Ally). -Reading signs now requires 2 Education, and reading books now requires 3 Education. -New in-game texts: Moon Pirate Code (Ch.3), Eye of Basilisk (Ch.4). -New characters for Ch4: Kelstev, Photion, Zaroli. -Isda now teaches Biomancy+Thermomancy in Ch.3. -Lots of Ch.4 progress, new demo on Patreon. EARLY ACCESS 19.5: -Weather aiming penalty now also decreases hostile AI attack distance. -Significantly decreased Dustbiter's natural evasion (from 50% to 25%). -New objects: bell, shadow, screen, tableLow, tableLow2, basketBig, basketBig2 chimney3, curtains3. -New item: pillow (grants same benefits as Deep Sleeper ability when resting). -New usable object: hookah (same as smoking pipe but not obtainable). -New track from Sonic Kitchen: Dark Horse (finale2). -New roof tiles for the Ugliest Pony Inn in Ch.4. -New ambient sounds: tavern, tavern2. -Updated Badlands overworld map. -Lots of Ch.4 progress. EARLY ACCESS 19.4: -Two new auto-pause options in Settings menu. -Placed two War Tables in Berindal's Estate in Ch.3. -Fixed bug with displaying variables in dialogue windows. -Implemented Gathering Izari Forces in Ch.3, increasing finale difficulty over time. -New usable objects: complex chest, masterwork chest, legendary chest (requires 16 Cunning). -New item: basilisk eye (used to upgrade pet cat at Jawala's Tower). -New nature object: snallygaster nest. -New Gorbo fetch quest in Ch.2. -Rearranged journal buttons. EARLY ACCESS 19.3: -New pets: Mutant Cat, Mutant Parrot, Mutant Qwirl. -Jawala can now mutate your pets in Ch.4 Demo (on Patreon), unlocking Beast Master achievement. -Updated Badlands overworld map (moved Jawala's Oasis farther south), updated Atlas.pdf. -Boosted skills of Salvio, Favius, and Jonoros (Jonoros no longer trains you in Ch.2). -Fixed rare crash bug on pausing game with lots of corpses from a recent patch. -Fixed bug with "objMobEquipRanged" and "objMobEquipMelee" script commands. -Fixed smuggling lockpick script in Ch.3 intro. -Fixed Prowling ability script in dark areas. -Fixed script boolean "if_objCountForces". -Finished Shadow Dance ability. -Lots of Ch.4 progress. EARLY ACCESS 19.2: -New weapons and animations: staffCryo, staffPyro, staffWild, staffDream. -Setting "objItmAmmoReq" to negative now only shows missile, no ammo check. -New script command "objInvDelete" to delete all items in current object's inventory. -Script commands "objLoadMax" and "objGive" can now be used for non-mobile objects (for the war table). -Fixed bug where you could select inventory objects on tile 0,0 in the world editor. -Fixed bug where non-mobile objects would retaliate in messages when attacked. -Fixed bug where equipment sprite wouldn't disappear when weapon breaks. -Torches now have use scripts that let you extinguish them. -Absorb Water spell can now extinguish torches. -Normal staves now have a range of 1 (not 2). -Finished War Table use script. -Lots of Ch.4 progress. EARLY ACCESS 19.1: -You can now change equipment on the character screen by clicking on items. -New usable object: warTable (to view enemy forces info, buy contracts, etc.). -Script command "findObj" can now be set to "response" for player's dialogue response. -Divination Neuromancy spell can now utilize the "findObj" command if you have 12 Education. -Importing overpowered parties into later chapters is now allowed, but toggles Cheater flag. -Updated Shrouded Arts PDF (for Patrons), and Builder's Manual. -New achievements: Beast Master, Revolution, Reunification. -Fixed unblocked tile by water in Lockdell Market in Ch.1. -Fixed bug where doors would open from lighting effects. -Fixed livestock in Ch.1+2+3 not having a faction. -Fixed lover achievement descriptions in game. -Fixed virtual keyboard keys 7 and 8. -Some Ch.4 progress. EARLY ACCESS 19.0: -Updated all chapters with new objects and wheat tiles. -New objects: pallet, crane, craneTop, waterWheel2, waterWheel3, gearBig, gearBig2, holeMassive. -New script command: "findObj" to find map and position of all objects in story of given name. -New script boolean: "if_objCountForces" to test for number of mobiles of given faction name. -New trog character: Cliffdancer (ambassador outside Jawala's Tower in Ch.4). -Fixed cliff section on Drumwave Peak that wasn't blocking movement in Ch.3. -Fixed crossbow hit script so Woodcraft now gives bonus damage (like bows). -Trog and ratfolk AI scripts no longer conceal or burrow while in combat. -Confused and Unconscious status effects now cancel evasion and parry. -Confused status now causes mobiles to change direction constantly. -Improved some dialogue, books, and signs in all chapters. -Bone Dagger must now recharge with blood to leech health. -New magic sword: Parched Throat (also leeches, for Ch.4). -New sprite for leech animation effect. -Lots of Ch.4 progress. EARLY ACCESS 18.9: -New cliff color alternatives: cliffB (changed Nightsteam Reef tiles). -Removed ".png" file extension in sprite variables and saved games (making file size smaller). -Wealth and inventory now contribute very slightly to party level (every 1000 wealth increases level by 1). -Raft now positioned farther north on Berindal Beach in Ch.3 to avoid an immediate fight when travelling there. -Fixed strange party import bug where final inventory slot of final party member had a blank item. -Blunt weapons now have a chance of knocking target back (higher chance with more damage). -Script boolean "if_damage" can now be used in weapon use and mobile attack scripts. -Updated all demos, encyclopedia, Player's Manual (weapons section). -Lots of Ch.4 progress. EARLY ACCESS 18.8: -When Spotting, you can now detect concealed mobiles behind you up to 5 paces away. -Caltrops, clamp traps, and tripwires no longer get triggered by same faction (set trap factions in all chapters). -Crippling Strike now has a range of two, and attacker jumps one pace toward target (similar to Dirty Tricks). -New parameter for "factionReact" and "objMobSkill" commands: "all" (to set all factions or skills). -New script command: "revealAll" (reveals all concealed objects on map regardless of LOS). -New Master Neuromancy spell: Omniscience (reveals all concealed objects for 1 minute). -Fixed script bug where party fatigue dialogue complaints weren't working. -Party starvation/fatigue dialogue now resets when fed and rested. -Map scripts now do not spawn waves while party is waiting. -Switched up weather directions in Chapters 3+4. -Lots of Ch.4 progress, updated all manuals. EARLY ACCESS 18.7: -Doubled speed of bow and spear animations (not actual combat speed). -Woodcraft ability now gives 10% chance to deal extra damage while wielding bows. -Player is no longer allowed to target concealed objects that haven't been spotted (also fixed tooltips). -Must now be within 2 paces and facing to spot concealed objects that are not mobiles (still 5 paces for mobiles). -New objects for Scouring ability: nest, stumpStash, shelfStash, dungeonStash (placed in all chapters). -New script Boolean: "if_objOnTile" (check for first 4 characters of tile image name, ex. "sand"). -Changed "Pocket Sand" action to "Kick Dirt" in Dirty Tricks ability, must now be on dirt or sand. -Burrowing ability now requires you to be on sand or snow tiles (not shallows). -Trogs will now burrow during the day while outside and standing on sand. -New horse sound effects (thanks to Sonic Kitchen). -New desert objects for Ch.4: pillarDesert. -Fixed Tycho Luzi's stash in Ch.1. EARLY ACCESS 18.6: -Player can no longer target concealed enemies (unless they have been spotted). -Fixed bug where mobs wouldn't stay concealed if standing in slow tiles while loading map (sand, etc.). -Added a swimming transition to Berindal Basement that leads outside to Berindal Refuge. -New alternative tent colors for different factions in Ch.4. -New alternative object sprites for Ch.4: blockB, tilesOldB. -New map tiles for Ch.4: battlementsC. -Lots of progress on Ch.4. EARLY ACCESS 18.5: -Fixed bug in combatSounds.wsl script where spears weren't playing sounds. -Fixed bug in useItems.wsl AI script so AI no longer throws bombs at close range. -Replaced Pocket Sand ability with new Dirty Tricks ability (list of actions, including Pocket Sand). -New parameter option for "objMove" command: "forward" (move mobile in current direction). -New parameter option for "objKnockback" command: "-1" (object is knocked toward target). -New script boolean: "if_objLoadFree" to test for unused load in mobile's inventory. -New script boolean: "if_objMobUnarmed" to test if object is not carrying a weapon. -Fixed bug with obtaining pets without enough unused inventory load. -Henchmen and pets are now forbidden from initiating travel. -Improved "objKnockback" function to be more precise. -New objects: treeApple, eggSnallygaster (Ch.4). -New sound effects: bear, qwirl (Ch.4). -New pet: qwirl (Ch.4). -Updated both manuals. EARLY ACCESS 18.4: -Fixed bug with stacked magical jewelry in inventory. -Fixed importing party with magic jewelry (for real this time). -Fixed armor script (replaced old "light" damage with new "acid" damage type). -Changed "Guano" item name to "Fertilizer", added fertilizer to horse and cow grazing areas. -New alternative item sprites for desert stones (brown) and guano fertilizer (white). -New usable objects: armor1, armor2, armor3 (unlocks player armor when used). -Player now has the option to show Tycho Luzi's journal to Asemius in Ch.2. -Added locked cell door scripts, locked cells in Berindal basement in Ch.3. -Added lots of bloodstains, corpses, and coins to Berindal manor in Ch.3. -Added obtainable leather armor to Berindal manor in Ch.3. -Player now loses leather armor at the start of Ch.3. -Added Note in Blood to Berindal Basement in Ch.3. EARLY ACCESS 18.3: -New pet abilities: Defecate, Fire Breath. -Fixed bug with music script where you couldn't play for benefits. -New Izari boss scripts for Ch.4: Ice Cleric, Fire Cleric, Wild Cleric, Dream Cleric. -Party members can now talk to henchmen, just not the main party (so they can collect pets). -Increased Hamchop's skills and base melee damage, changed encyclopedia description to say "expendable". -HUD now displays "Inventory Disabled" for animals, etc. (instead of max load=-1). -Fixed dropping pets from inventory (should run use script). -Improved Ch.3 dialogue (Wahu gives hint about Bone Dagger). -Feluco now goes auto-berserk sometimes if below 50% health. -Berserk status effect now increases movement speed. -Fixed Meta recharge from cancelling Defensive Stance. -Reputation window now always displays player pic. -Fixed bug with "objMissile" command. -New pet sounds for parrot and cat. EARLY ACCESS 18.2: -Finished Stormeye's quest in Ch.3 and added pet cat. -You can now take Berindal's parrot in Ch.3 as a pet. -Dropping pets from inventory now automatically deploys them. -Changed tutorial messages based on whether touchscreen is enabled. -New script Boolean: "if_touchscreen" to test if touchscreen is enabled. -New script Boolean: "if_objLoadMax" (test for max load, <0 means inventory is disabled). -Door scripts now forbid mobiles with disabled inventories from opening doors (animals, etc.). -Error window now displays when more than 19 scripts are loaded at once (instead of game crashing). -New sprite: bird6 (pet parrot). -Lots of progress on Ch.4. EARLY ACCESS 18.1: -Objectives window now has multiple pages. -Increased bow and spear damage and speed. -Reduced most stat bonuses for magic jewelry. -Fixed major bug that boosted stats permanently if you import party while carrying magic jewelry. -Stat window now updates automatically when party members get items like magic jewelry. -Added tip about dismissing characters if you have too many main characters in party. -New sounds from Sonic Kitchen: boat, cannonsReady, marching, foliage, construction. -Training skills window no longer plays fail sound when you run out of points. -Mantios now brings henchmen to vault if you let him escape basement in Ch.3. -Decreased Deep Sleeper ability reqs for Focused and Inspired status effects. -New boolean: "if_partyResponsive" to check if main party is conscious, etc. -Travelling is now forbidden if main party member is unresponsive, etc. -Party members no longer make select sounds while unresponsive. -ESC key now works in main menu to go back. -Finished new character classes for Ch.4. EARLY ACCESS 18.0: -TONS of progress on Ch.4 maps and scripts. -Mobile AI now automatically faces away from walls. -Save files will now have an accompanying screenshot. -Fixed bug when hitting ESC during prompt to name your save. -Whirlwind ability now knocks targets back ("objKnockback" command). -Deleted more unnecessary objects from market maps in Ch.2 (improved framerate). -Milphio now disappears after Peace Festival in Ch.2 (also now knows Power Slash). -Fixed bug where HUD character image wouldn't show weapon if standing in sand/shallows. -Fixed message at Berindal's Door in Ch.3 (said you needed different Key). -Fixed a TON of script bugs and typos in Ch.3 (thanks to Badger). -"ObjKnockback" command no longer works on mobiles with 0 Speed. -Using raft in Ch.3 with a sail attached no longer drains Meta. -Fixed bug where slaves would help Izaris in combat in Ch.3. -Fixed bug where large encyclopedia images were off-center. -Changed ambient sounds for dock maps (wood creaks). -Moved paddle location on Nightsteam Reef in Ch.3. -New reps: Nordus Died (Ch.1) Robel Died (Ch.3). -Chickens and turkeys now drop more feathers. EARLY ACCESS 17.9: -Published Ch.4 store page on Steam and itch.io, finished more maps. -Hiding HUD with H key now hides just World Editor info first, then entire HUD. -Added patrol scripts for militia and bandits in Ch.2 Foreign District so doorways don't get clogged. -New command: "mapShift" (shift all tiles and objects up/down/left/right). -New track from Sonic Kitchen: Untamed Wilderness. -New ambient sound: chimes. -New object: Keg of Water. EARLY ACCESS 17.8: -New Chapter 4 Demo on Patreon (www.patreon.com/lcsoftware). -Fixed major bug with pathfinding in slow tiles from a few patches ago. -Disabled collision scripts for dead/destroyed objects (fixing auto-pause problem with Mantraps). -Slow tiles now obscure bottom part of mobiles' equipment sprite as well. -New equip sprites for short bow and mech bow. -TONS of progress on Ch.4 maps and scripts. EARLY ACCESS 17.7: -Passing time no longer allowed during combat. -Fixed bug with high speed setting not slowing down for combat. -Fixed minor bug with City Gate transition in Ch.2 where random object would be displayed in window. -Travelling in Ch.4 during daytime now requires a bottle of water for each party member (desert climate). -Included locked chest with loot on House Mesali balcony in Chapter 2. -New sound effects for Mighty Blow ability and knockbacks: mighty.wav. -New reputations in Chapter 2: Snog Died, Hamchop Died. -Mantrap AI script now cancels target if 2 paces away. EARLY ACCESS 17.6: -Fixed MAJOR bug where major battle would begin prematurely before Ch.1 finale. -Word Scramble minigame will no longer displays unscrambled word by coincidence. -Fixed bug where click sounds would play twice when you examine inventory objects. -Fixed a TON of typos and encyclopedia entries, improved some dialogue. -Fixed a few travel messages in Chapter 1 with the wrong map name. -Fixed terrain collision issue in Mud Flats map in Chapter 1. -Fixed Noble District spawns in Ch.2 depending on faction. -Disabled HUD tooltips when HUD is hidden (default H key). -Fixed wandering Coachman in Eastern Docks in Chapter 2. -New rock objects and sprites: rockC, rockCBig, rockCHuge. -New track from Sonic Kitchen: finale.ogg. EARLY ACCESS 17.5: -Fixed pathfinding AI around water tiles (major improvement). -Changed ESC menu to include "Pass Time" option (also changed "Wait" tooltip to "Pass Time"). -Script command "mapSlow" can now be set to 2 to obscure sprite but not slow movement (tall grass and wheat). -New script Boolean: "if_objInGrass" to test if object is on a grass tile (mapSlow=2). -Snake AI scripts now conceal snakes when on tall grass tiles. -Officer's Journal in Ch.3 now mentions the Venompiercer Bow. -Fixed bug where step sounds would sometimes loop annoyingly. -Fixed bug in world editor that returned "-1" on ESC. -Fixed transition arrow sprite animation. -New map tiles: grassTall, wheat. -TONS of progress on Ch.4 maps. EARLY ACCESS 17.4: -Fixed Move command (moving over objects without interacting). -Fixed major bug where contracts would summon henchmen in map corner. -Added more Autosaves in scripts after completing main quests. -Replaced player sprite for Male Appearance #1 wearing leather armor. -Cancelling Defensive Stance now recharges the 20 Meta it costs (but you still need 20 Meta to keep things moddable). -Escaping from a string input window now returns "-1", which registers as none for Boolean purposes. -Escaping from get/drop amount input now cancels instead of getting/dropping all items. -Fixed Ch.2 story file: arbalists with arrows instead of bolts, crossbow up for grabs. -Fixed major bug in Ch.2 where Keep Basement Door wouldn't unlock (shortcut purposes). -Fixed bug where Levos in East Market in Ch.2 was player faction. -Fixed a lot of Ch.2 dialogue bugs (thanks to Caco). -Fixed some windows not having AI blocks in Ch.2. EARLY ACCESS 17.3: -Improved ESC Menu (Save/Load, Settings). -Fixed a lot of Chapter 1 dialogue mistakes (thanks to Caco). -Fixed Lola's quest to destroy the wasp hives in Ch.1 (Caco). -Fixed bug where shopping window wasn't working on hi res (Caco). -Fixed bug where you could click on settings buttons in Objectives/Rep tabs of journal window (Caco). -Select All button/hotkey now only deselects if all 5 main characters are selected (Caco). -New script Boolean: "if_partyHave" (to test if any main party member has given item). EARLY ACCESS 17.2: -Chapter 3 maps now use the climateJungle script (more rain). -Started on Ch.4 maps, which use the climateDesert script (less rain). -New objects for Ch.4: desertBuilding(x5), desertCanopy(x2), rockWall(x4), cactusGiant. -Changed use type of raw meat/fish so party members don't eat it automatically with "Complex" Party AI. -Fixed bug where weather was being set twice in a row (also crashing game on rare occasion). -Fixed problem with some town objects not blocking visibility (and hence ranged attacks). -Fixed bug with party member dialogue after you dismiss them from party. -Fixed another rare bug where party members would disappear on travel. -New sprite variations for cactus and cactusTall objects. -Camera now centers on player when you load a game. EARLY ACCESS 17.1: -New items: pet hawk, pet cat (use with Animal Taming ability, for Ch.4). -New Izari boss units: Fire Cleric, Ice Cleric, Wild Cleric, Dream Cleric (for Ch.4). -Basic Izari Clerics in Ch.3 can now cast Chilling Touch (spells now cost half Meta for them). -Fixed minor Ch.3 bug where initial party member dialogue would skip if you wait too long to talk to them. -Reps now gained whenever a main character dies, regardless of faction alignment (Gorbo, etc.). -Added henchmen and civilian dialogue for Ch.4, improved it for Ch.3. -Added the Venom Piercer Bow to Chapter 3. -Improved Chapter 4 intro screen. EARLY ACCESS 17.0: -Finished Ch.4 intro dialogue, updated demo. -Rescuing Lara in Ch.3 now erases the Pirate reputation. -Dying in Tutorial Dream now gives you the option to heal and continue instead of ending tutorial. -Fixed "mapCopyFrom" command (copies a map from another story, stopped working a few patches ago). -Fixed old story bugs where a couple mobs were carrying non-obtainable items in inventories. -Fixed script bug where scene wouldn't show and party wouldn't heal on wagon travel in Ch.1. -Fixed bug where Ch.1 screen and Gorbo's initial dialogue would show twice. -Updated all manuals and Patreon content (www.patreon.com/lcsoftware). EARLY ACCESS 16.9: -New animals/monsters: dust raptor, bone raptor, mind consumer, jellyfish. -Snallygasters now shoot fires (not explosions), sandstalkers now burrow in sand. -Fire no longer affects flying creatures (explosions, etc. still do). -All mobiles with no dialogue now have the exam use script. -Updated Player's Manual with new monsters. -Started Ch.4 intro script. EARLY ACCESS 16.8: -New animals/monsters: basilisk, emperor crab, sandstalker. -New Neuromancy spell: Magnetism (interact with metal objects from a distance). -New script command: "objMobGetTarget" (gets target item without checking for range). -New effect object: flash2 (hypnotic flash), causes unconscious status. -New track from Sonic Kitchen: Meadowberry Wine (now 54 tracks total). -Flying creatures can now attack other flying creatures with melee. -Removed attack messages if game is paused (for scripts, etc.). -Mental Domination spell no longer works on main characters. -Fixed bug when attacking with a non-weapon item equipped. -New Turkey Magic story for Patreon. -Updated manuals. EARLY ACCESS 16.7: -Added cutscene to Ch.3 ending. -Finally finished magic gemcrack scripts (62 spells total). -New effect objects, sprites, and sounds: lightning, cold, thermo, shells. -New parameter for "objMove" command: "random" (choose one of 8 random directions). -New script commands: "objNameAdj" and "objNameAdjDelete" to add/remove adjectives to object names. -New status effect: Doomed ("the Welting Doom", a nearly-incurable, contagious disease). -Birds and rats now deal 2 melee damage (for when player possesses them with magic). -Fixed bug where gameover wasn't called if player was exploded with 40+ damage. -Game no longer auto-pauses when mobiles start to flee from party. -First Patron Stories map now lets you choose your first weapon. -Potions of Recharge now only restore 80 Meta (not full). -Updated Builder's Manual. EARLY ACCESS 16.6: -Engaging chapter bosses in combat now starts major battle (so you can't escape). -New gemcracks: Neuro (novice, expert, master), Necro (novice, expert, master), Bio (master). -New script Boolean: "if_objNearCorpse" (test if corpse is near current object, for Unliving Weapon spell). -New script command: "objKnockback" (knocks object one tile away from default object with animation). -Power Bash and Mighty Blow abilities now knock target backwards using "objKnockback" command. -Boars now have a 50% chance to knock target back using "objKnockback" command. -Added unsummoning to death and AI scripts for summoned monsters. -New tracks from Sonic Kitchen: bodkin.ogg, wardogs.ogg. -Inv/Char windows now update after each attack if open. -Fixed bug where mobs with 0 Max Meta couldn't attack. -Fixed script and sounds for wood staff weapon. -Updated Builder's Manual and Shrouded Arts. EARLY ACCESS 16.5: -New alternate sprites for party members (for future chapters). -New monsters: Snallygaster, Qwirl, Sandscourge, Mealbug (for future chapters). -New script command: "objMobLunge" (used for monsters with no attack animation frames). -New optional parameter for "mainMenu" script command to show gameover screen first. -New tracks from Sonic Kitchen: hijinx.ogg, coastNight.ogg, stealth2.ogg, sword.ogg. -Fixed annoying bug that set destinations when left-clicking if paused. -Lots of monster and animal attack scripts now use lunge animation. -Beefed up Backstab ability (doubled damage bonus). -Updated Builder's Manual and in-game encyclopedia. -Improved main menu background. EARLY ACCESS 16.4: -Game message now displays when mobiles target another object to attack. -Fixed MAJOR bug from 16.2 where all ranged weapons lost their accuracy bonus. -New auto-pause options to main menu, journal settings, and INI file (moved Encyclopedia option to Documents). -Characters now play use animation when casting spells with a gemcrack. -New effect object, sprite, and sound effect: summon. -Finished more gemcrack spell scripts. EARLY ACCESS 16.3: -Weapons now last twice as long (10% chance to degrade instead of 20% each hit). -New script command "missile" draws missile of given sprite to current object from default object. -New script "objDetect" script commands to show glimmers and nearby object counts of material, species, etc. -New optional parameter for "objAttack" command (1=ignore evade, 2=ignore parry, 3=ignore both). -Gave natural 20% Parry to many animals/monsters (boar, shark, eberan, ratfolk, etc.). -Increased difficulty of first Patron Stories map, updated mobile and weapon stats. -Increased aim of crossbows and composite bows by 10%. -Decreased aim penalty slightly in extreme weather. -Worked on new gemcrack objects (not finished). -Fire now automatically dies on water tiles. -Updated Manuals. EARLY ACCESS 16.2: -Added new Parry attribute for mobiles and weapons (resistance to melee damage from engaged target). -Save files (*.war) now begin with game version and auto-convert (added new variables, slightly larger). -Modified almost all melee weapon stats, assigned parry resistance, beefed up axe damage. -Fixed fangworm AI script, added combat sounds (currently only used in Patron Stories). -Rearranged character window and HUD to fit Parry attribute. -Updated Builder's Manual and Player's Manual. -Improved tutorial dialogue and signs. EARLY ACCESS 16.1: -Replaced Lockdell.ogg and LockdellNight.ogg with original tracks from Sonic Kitchen! -Fixed major bug with shock, burn, acid, and chill effects where "objEffNoParent" flag was preventing damage. -Added new option when repairing with Smithing ability to use raw material and not decrease max durability. -Added script command: "goto" (as well as script labels that end with a colon). -Script variables can now be set to various in-game variables and vice versa. -Meta now drains on attacks even when target evades or shot misses. -New voice sounds: man15-18, woman15-18 (Mantios). -Updated Builder's Manual. EARLY ACCESS 16.0: -Added all planned gemcracks (21 usable gemcracks total). -New option in settings to swap left/right mouse buttons. -New sound: objective.wav (when you get a new objective). -Using the closed city gate and keep gate now examines object. -Fixed major script bug where locked reinforced chests weren't opening. -Fixed bug where party members got deselected after choosing target for ability, item, etc. -Cannons now have a 20% chance to backfire and cause a blinding flash unless you have Mechanics. -Crocodile AI script now changes selection and collision size depending on direction. -Placed Sunburst Sword in Port Moonshade watchtower, updated Foremost Delivery text. -Added Officer's Journal text to Ch.3, detailing all magic items found in jungle. -Updated Shrouded Arts PDF for patrons (magic guide with spoilers). -Updated theme music again (thanks to Sonic Kitchen). -Updated all manuals and in-game encyclopedia. -Dabi now has Naturalism ability from start. -Replaced font options (10 fonts total). EARLY ACCESS 15.9: -New original title track thanks to Sonic Kitchen! -You can now add as many fonts as you want to the fonts folder (added 4 fonts). -Removed lots of unimportant objects and walls from Ch.2 market maps to speed up framerate. -Gave potions to Oke and Lars shop inventories in Ch.3, including Cure Potions for jungle disease. -Party now randomly gets diseased on jungle maps in Ch.3 if they are hungry. -Improved a LOT of dialogue (Dabi, civilians), new text about spiders. -New objects: manorTower2+3, roofAddon, meatRack, labEquip2. -New sound: mosquito (from Brigand). -New tiles: roofD (multiple). EARLY ACCESS 15.8: -Fixed Pocket Sand ability script. -Fixed lots of bugs related to game messages. -Fixed a ton of typos and minor script bugs, thanks to Badger. -Beefed up Commander Durolo and Stormeye a bit in Chapters 2+3. -Flash effects now deal 5 heat damage just to cause retaliation. -Party is now fully healed when travelling on wagon in Chapter 1. -New script command: "partyHeal" (also removes all status effects). -Rearranged Brayna's shop and Lying Flute Tavern (Ch.1). -Improved soldier AI in Lockdell Market (Ch.1). EARLY ACCESS 15.7: -Sped up sprite lighting change (greatly improving framerate). -New object command: "objMobLowAI" to improve framerate (ignore waypoints, shorter target selection). -Set most animals and civilians to low AI in INI scripts and story files (framerate should be improved). -Fixed interacting with inventory and character windows on touchscreen mode. -Fixed problem from a recent patch with game speed option. -Fixed Port Moonshade map collision at inn stairs (Ch.3). -Fixed Sattie's damage sounds in script (Ch.1). -Disabled keyboard input on Steam Deck. EARLY ACCESS 15.6: -Mobile sprites now briefly move on successful evasion. -New status effect: Regeneration (heals you over time, mostly from food). -New script boolen: "if_objDefaultFacing" (test if object is facing default object). -Food now grants regeneration status effect instead of healing instantly (potions heal instantly). -Bandaging with Naturalism ability now requires spirits, and only heals one party member (but much more). -Setting faction string to "objFaction" in "factionReact" commands now uses current object's faction. -Fixed bug where lots of merchants were set to player faction (from editing their inventories). -Daximo will keep buying batches of 5 moonlight flowers from you after his first quest. -Improved Pickpocking ability script, checking for witnesses and distractions. -You can now get quests to recruit Shale, Stringer, and Dustbiter (Ch.3). -Updated manuals and in-game encyclopedia (850 entries). EARLY ACCESS 15.5: -Picking locks during combat now has a 20-second time limit. -"DialogTimer" script command now works for lockpicking minigame if you want a time limit. -Music and lockpicking minigames now bring framerate down to 60 if game speed is set to fast. -Lock strength while lockpicking now determined by both Cunning and Mechanics ability. -During combat, you can no longer read books, translate gemcracks, fish, or dig. -Summoning henchmen with contract now displays character screen. -Nordus now gives lock sequence, more shop inventory (Ch.1). -New rep in Ch.3 for completing quest: Anuli's Friend. -Added 9x9 map commands (tile, block, etc.). -Added moonlight farms to Berindal's Refuge. -Locked more doors in Ch.2. EARLY ACCESS 15.4: -New minigame: Lockpicking ("if_minigame3"). -Implemented locking minigame in door and chest scripts. -Improved Party AI indicator in HUD (only displays when game is paused, top-right corner). -Improved playing instruments for gratuity (now shows who gives you coins, 50 times/chapter limit). -Booleans that check if objects are nearby now measure from parent if object is being carried. -Changed "musicString" command to "minigameString" (also used for lockpicking). -New "seed" parameter for "minigameString" (random lock based on object ID). -Unlocking doors now also unlocks any adjacent door (for double doors). -Temp.par party file is now hidden from import party list. EARLY ACCESS 15.3: -New minigame: Playing Music ("if_minigame4"). -New script command: "musicString" (sets music string for music minigame, notes are 1 to 9, 0 skips a beat). -New script command: "choicesParty" (sets the dialog window choices to main party members). -Fixed major bug where party dialogue scripts weren't updating after beating Chapter 1. -Fixed major bug from recent patch where shop inventories were not being drawn. -Fixed script bug where Gibbous Glow beds didn't cure Fatigue in Ch.2. -Fixed script bug with Milphio in Ch.1 when you have Krug Slayer rep. -Instrument scripts now working (flute, horn, lute, harp, piano). -New item: horn (instrument). EARLY ACCESS 15.2: -New script booleans for minigames: "if_minigame2" to "if_minigame5" (only first two done). -New minigame: Word Scramble (used for Bluffing, Streetwise, and Sophistication abilities in conversation). -Added another ambush to Ch.2 (right before Peace Festival). -Updated manuals and encyclopedia (now 800 entries). -Updated civilian and noble dialogue in Ch.3. -Added more Bluffing options in Ch.3. EARLY ACCESS 15.1: -Expanded scope of Badlands overworld map (Ch.4), updated manuals. -New scripts that charge magic weapons in sunlight, darkness or water. -Weapon charges no longer drain on attack unless stated in attack script. -New magic weapons: Everfrost Sword/Axe, Sunburst Sword/Axe, Stun Mace/Spear, Corrosive Mace. -If mobile is knocked unconscious in attack script, attack no longer immediately cancels status. -If "stopCombat" command is called or faction becomes non-hostile in attack script, AI no longer retaliates. -When player uses ability while moving, character position is now reset to original tile for targeting. -Fixed Ch.2 pitfighting scripts, party members now get knocked unconscious instead of dying. -Fixed script bug with splash effect extinguishing fire (when using buckets of water). -Gave Mantios a Stun Mace in Chapter 3. EARLY ACCESS 15.0: -14 new achievements (most can't be unlocked yet). -New gemcracks: Phytomancy, Mycomancy (placed in Ch.3). -Improved gemcrack scripts (translation, info, spells). -Added merchant, new side quests, and dialogue to Ch.3. -You can now craft instruments with the Woodcraft ability. -String and rope are now crafted with Naturalism ability, not Sophistication. -Improved foraging in Naturalism ability, check failures now reset script instead of exit. -Added more party chime-in dialogue that affects your relationship in both Ch.2 and Ch.3. -Chapter 3 townspeople now discriminate against Dustbiter if he's in your party. -Fixed possible bug with importing party automatically after finishing chapter. -New items: hats (1-3), bedroll (rest anywhere if all party members have one). -New instrument sounds and music track by Sonic Kitchen. EARLY ACCESS 14.9: -You can now have sex without paying for it! -Finished party banter/romance in Chapter 3. -New tracks from Sonic Kitchen: highway, dungeon2. -New sounds from Sonic Kitchen for future music minigame. -New sprites for ancient lab, workbench, forge, and table. -Added transition between Berindal and Windside Beaches in Ch.3 if entire party has Swimming ability. -Removed a couple waypoints and mobiles from market maps in Ch.2 to increase performance. EARLY ACCESS 14.8: -New party member in Ch.3: Stringer (sophisticated Izari bard). -Added party banter, romance, and a couple new quests into Ch.3. -Randomly damaged all henchmen's weapons (making game a bit easier). -Fixed bug where items always load with max health (despite random durability damage in INI scripts). -Party checks script now automatically sets flee to 0% (fixing Dustbiter's AI in Ch.3). -Dustbiter and small characters can now squeeze into holes for fast travel on same map. -Script boolean "if_waiting" can now be used to test if map if currently transitioning. -New script command: "cancelDrop" (used in drop script to prevent dropping an item). -Improved some dialogue, more henchmen contracts given in Ch.3. -Changed Shale's skills and abilities (now an agile fighter). -Party banter scripts now run much more often. -New voices: man13, man14. EARLY ACCESS 14.7: -Finished Chapter 3 DLC! -Fishing now disabled while swimming. -Decreased required respect for all henchmen contracts by 20%. -New script command: "deleteAllCorpse" to delete all mobile corpses on the map. -New script command: "majorBattle" to start a major battle (no waiting or travel). -New script boolean: "if_majorBattle" to test if major battle is currently happening. -New script parameter for "if_objPos" booleans: set to "max" to test against map size. -Bird AI now checks if they are at the edge of map and makes them move away from edge. -Mobiles now cancel destination when inflicted with immobile condition (clamp traps). -Placed a couple bomber boars in Whispering Way (in Ch.1). -New object: ancient relays (defend in Chapter 3 finale). -Decreased value of meadow berries from 3 to 2. -Updated manuals. EARLY ACCESS 14.6: -Message now displayed when party member spots a concealed object. -Blacksmith characters in Chapters 1+2 can now repair your metal weapons. -Combat music now plays when fighting either of the final bosses of Chapter 2. -Messages+sounds for obtaining items no longer played when mobiles are spawned in scripts. -Window text wrap now goes an additional 100 pixels on normal resolution (allowing more text). -Fixed bug where mobiles could learn abilities twice if not in party (taking up two slots). -Fixed bug where AI was targeting objects that were phased out (bats during daytime, etc.). -Fixed bug with setting screen scene image to "none" (forgot to update HUD automatically). -Fixed bug with count parameter in "objGive" script command and keeping object selected. -Fixed bug where mobiles would cancel target if hit with arrow and arrow spawns at feet. -New items: lute, harp (playable with Sophistication ability, no practical uses yet). -Updated chapter screens (now only 5 chapters planned for main story). -Credits no longer play on quitting, now viewed in Documents section. -Leapers (frog baddies in Ch.3) now have 25% Evasion. -New Sample Party (suitable for Chapter 2). EARLY ACCESS 14.5: -Finished raft script for Ch.3. -Updated names of Chapters 1+2 (showed in screen PNGs only). -Small pause window is no longer displayed behind messages at top of screen. -Six more guards now spawn at Jadenbury Bridge if Asemius is assassinated in Ch.2. -Removed Boat Owner rep in Ch.2, Iole now just sells you a paddle for 10 wealth. -Made Power Cleave ability much more powerful, because axes are slow. -Expanded Chapter 3 Alpha (for Patrons), updated manuals. -Fixed sprite for table2 so it can go against walls. -New characters: Lars, Ragtop, Jawala (for Ch.3+4). -New voices: woman13, woman14 (for Ch.3+4). EARLY ACCESS 14.4: -No longer allowed to use the Mad Dash and Defensive Stance abilities simultaneously. -Fixed bug where player could still use inventory and interact with objects while berserk/confused. -Selection circles no longer drawn under objects with draw priority set to "bottom" (rugs, puddles, etc.). -Changed save/story file format from *.gam to *.war (to distinguish from Brigand saves). -Improved sprites and scripts for Mantraps and Shamblers (plant baddies in Ch.3). -New object: big hole (smaller species can fit through, baddie spawn points). -New items: cooked lobster, cooking pot (now required for most recipes). -New characters: Robel, Savvas (for Ch.3). -Expanded Chapter 3 Alpha (for Patrons). EARLY ACCESS 14.3: -Removed "objMobNoInv" command (replaced with setting max load to -1). -Party members with no inventory now automatically use food, etc. when targeted. -Wealth and Karma no longer displayed on character screen if not a party member. -Party member dialogue scripts now get updated immediately after being imported into Ch.2. -Fixed bug where party wasn't transferring status effects over ID#20 when changing maps. -Fixed bug with Tyracho's pleasure permit quest in Ch.2, skipping a dialogue scene. -Fixed script bug where city gate wouldn't close in Ch.2 after Peace Festival. -Fixed bug with targeting indestructable containers like metal chests. -Fixed weird fucking bug where all ratfolk suddenly had 30 Cunning. -Fixed script bugs with the Falling Star Inn key and door. -Fixed a lot more typos and objectives not getting erased. -Spotting no longer decreases movement speed. EARLY ACCESS 14.2: -New blood splatter animations! -New sound effects: guts (1-3), used when corpses explode with high damage. -Most mobiles now explode with blood in death scripts if killed with 40+ damage. -New effect objects for blood: bloodSplat (1-5), bloodSplatBig, created in damage and death scripts. -New script boolean: "if_damage" to test for damage level in damage and die scripts. -Expanded smoking pipe script from 5 smokable herbs to 8, now requires flint+steel. -Improved some in-game texts, added new text (Voidstone). -All gemcracks and hargates are now "voidstone" material. -Fixed bug where Pitfight Door didn't exist in Ch.2. -Hamchop now finds truffles thrice per chapter. -Added a few more lockpicks to Ch.1+2. EARLY ACCESS 14.1: -New map tile: dirtPit (used under loose dirt). -New mobiles: Ostello (mine overseer), Slave (5 sprites). -Finished scripts for plant baddies: Mantraps and Shamblers (used in Ch.3). -Fixed major bug when given a key in dialogue script and inventory is full (key wouldn't be renamed). -Fixed unarmed attack delay always being 30 (half second), even if longer or shorter cooldown is set in script. -Expanded Chapter 3 Alpha (for Patrons), updated manuals. -Player can no longer drop items on water tiles. EARLY ACCESS 14.0: -New main menu and scene art from Straginski. -Added Hamchop to Ch.2 (don't know when he got deleted). -Usable items now have types to speed up useItems AI script (much faster). -AI script (useItems) no longer lets party members eat food if not hungry. -New script command: "objItmUseType" to set tags for usable items for AI scripts. -New script command: "choiceSprite" to set special sprite for each dialogue choice. -New script boolean: "if_objHaveType" to check for usable item or weapon types in inventory. -Removed Swimming ability from characters in Ch.1+2 (not supposed to be learned until Ch.3). -"If_partySize" script boolean now has optional 2nd parameter to test for only main party or only henchmen. -New usable objects: Ancient Urns (examine with Sophistication for karma, placed in Ch.2). -Fixed Brink's dialogue in Ch.1, can now finish seastar quest after he returns to market. -Added 5 signs to the Tutorial Dream in Ch.1, added new texts on Alchemy and Explosives. -During dialogue window, selection circle is now drawn under character talking. -Attacking ground no longer targets concealed enemies. -Improved encyclopedia, fixed entry for wood barrels. -Added alternative eat sound for variety. -Made Ch.2 a bit harder (more baddies). EARLY ACCESS 13.9: -Fixed rare crash when opening inventory window. -Fixed rare MAJOR bug with party/inventory disappearing on travel. -Fixed bug where you could drop items on blocked map tiles like cliffs. -Fixed bug with script command: "objCooldown" (item use delays now working). -Fixed a ton of little script bugs and typos in Ch.1+2 (especially with Numbers and Brink). -Game messages now display at top of screen when inventory/character/journal screen is open. -Examining characters from Dismiss/Interact menu now displays character screen instead of just description. -Increased use delay of all potions to 3 seconds, increased price of all gemcracks and magic jewelry. -Increased price of all bombs (except flash bombs), increased use delay of all bombs to 5 seconds. -Removed rats from both market maps in Ch.2 (to improve performance). -Lightning flash now ends automatically if dialogue window opens. -New object and sprite: ladders down (travel to new map). -You can now use pyro gemcracks to light bombs. -New unit: Izari Enforcer (for Ch.4). EARLY ACCESS 13.8: -Added shadows to pine, palm, and dead tree sprites. -New Ch.2 quest from Asemius to bring him erotica as proof of social degeneracy. -New objects: walls\stepsMask (to hide selection circles on stairs south of walls). -New script boolean: "if_daysPassed" to check how many days have passed since story began. -Fixed bug with "objGive" command where old object wasn't being saved for "pickLast" command (fixing stew script). -Fixed script bug where Izari mercs wouldn't spawn after Pellio yells at you outside Drunken Compass in Ch.2. -Fixed a shit ton more typos, plus one objective not being erased (thanks to Badger). -Fixed a couple script bugs with Hellani in Ch.2 (training and party dialogue). -Fixed script bug with repeating quest from Tyracho in Ch.2. -Fixed blocked transition arrow in East Tunnels map in Ch.2. -Fixed journal audio settings taking immediate effect. -Fixed crash in main menu if there are over 30 saves. EARLY ACCESS 13.7: -Deselecting party no longer happens until after mouse is released. -Shopping confirmation window now displays your party's current wealth. -Economics ability now applies to all shops (separate shop script for discounts). -Player can no longer travel with Coachman in Ch.2 if no living horse within 10 paces. -Fixed script bug with manholes and sewer ladders in Ch.2 (they were completely broken). -Fixed bug where "You are now entering..." message would display 3 times when changing maps. -Added "dark" descriptor to weather info in Journal Settings (nowhere else to fit it). -You must now pay to use the beds at Gibbous Glow and Drunken Compass Inns in Ch.2. -Improved lots of dialogue in Ch.1+2, fixed dialogue script for Levos. -Increased value of some misc items (bowls, wine, potstill, etc.). -Added tooltips to shopping window. -Fixed sword equip animation. EARLY ACCESS 13.6: -Fixed some shop inventories in Ch.2. -Fixed Snog's dialogue script in Ch.2. -Fixed a ton of typos in Ch.2 (thanks to Badger). -Fixed contract rewards from Ralo and Murag in Ch.2. -Fixed transition arrows at inn stairs in Market in Ch.2. -Fixed phasing out party members (right now only for pitfighting). -Fixed script bug where Sira Beroni's dialogue wasn't working (forgot an "endif"). -Fixed bug where you could carry over your max load by getting multiple items from a stack. -Fixed script bug where you could get infinite rewards when reporting to Ralo/Murag in Ch.3 about Peace Festival. -You can now craft amulets (silver+gold) with Smithing and Sophistication abilities. -You can no longer report "Durolo" as the name of the smuggler to Durolo in Ch.2. -New object: Fixed Cannons (can't be rotated, put in Patron Stories #3). EARLY ACCESS 13.5: -New weapon attack sounds for certain target materials (wood, stone, metal), sounds now handled in separate script. -New script boolean: "if_waiting" to test if "timePass" command is running (party won't start dialogue while resting, etc.). -Made party check scripts start dialogue much less frequently (so party members don't all talk to you at once). -Fixed bug with targeting obtainable items with attack command selected (now same as attacking ground). -Fixed some store inventories in Ch.1, added windmills to Bend Upstairs in Ch.2. -Fixed dialogue scripts for Oakia and Minax in Ch.2, must pay 100 Wealth. -Joining Pirates now forbidden if you sell out Clovia in Ch.2. -Lockdell transitions in Ch.1 are now instant. -Fishing now sometimes grants special rewards. -All merchants will now buy jewelry from you. -New female voice folders: woman9 to woman12. -New objects: lightAncient, generator. EARLY ACCESS 13.4: -Fixed MAJOR bug with party changing maps. -Fixed script bug with Feluco's dialogue in Ch.1. -Fixed script bug when importing party reputations. -New sounds: mind, mind2, chaos, chaos2, barrier, dispell. -New effect object: Arcane Barrier (disabled with special gemcrack). -New script command: "phaseAll" (phase all objects on map in or out). -A few city guards and arbalists in Ch.2 now phase out at night in map scripts. -Mouse cursor now has 3 colors depending on what it is hovering over (white, yellow, and blue). -Murag no longer initiates dialogue in Dank Cave in Ch.1 if bandits are hostile. -Main party now automatically selected after loading a map or a game. -Fixed respawn script in Tuskwood Highlands (no more slimes in Ch.1). -Updated Crimson's stats and inventory in Ch.1+2. -Removed all step sounds for sand tiles in Ch.1. -Fixed a couple more typos (thanks to Badger). EARLY ACCESS 13.3: -Finished Siliki Shock ability (area effect, in water only). -Improved Whirlwind ability (better sprite, more damage with higher Physique). -Fixed crash when examining items in a shop window (thanks to Badger on Steam). -Fixed tons of typos in the manuals (thanks to Badger), added a couple new sections. -Fixed major script bug in timePass.wsl that would disable travel ("major battle" flag, thanks to Badger). -Fixed "objMobAnim" command (some of the animation labels were wrong, such as "slash"). -Added some more herbs to Ch.1 (including King's Petal to make Cure Potions). -Added gods, months, and lore to the encyclopedia (now 768 entries total). -Set owning faction of all food and doors in Lockdell Market (Ch.1). -Alchemy ability now lets you distill moonlight. EARLY ACCESS 13.2: -New items: Potion of Resist Acid, Pearl (placed potion in factory in Ch.2). -New potion recipes in Alchemy script, increased most potion effects (now 12 potions total). -New status effects: Submerged, Burrowed, Frenzied, Resist Acid (now 30 status effects total). -New innate abilities for some species: Krug Frenzy, Siliki Shock, Diving, Burrowing (now 50 abilities total). -Crafting scripts now reset when you don't have the required ingredients, instead of exiting and wasting meta. -If "objMobFlying" command is set to 2, mobile can't be attacked by melee (all birds set to 2, bats and wasps are 1). -Bird AI script now always sets flee to 100% Health with "objMobFlee" command (always flee if attacked). -Trogs now have "objMobAquatic" set to 5, meaning no penalty for rough terrain, but also no swimming. -Ratfolk now have "objMobAquatic" set to 1, meaning they can swim. -Message when load is too heavy now displays how many stones over. -Heal and recharge messages no longer display at max HE/ME. -Expanded Chapter 3 Alpha (for Patrons), updated manuals. EARLY ACCESS 13.1: -New reputation in Ch.1: "Spared Numbers" (tell Numbers to escape before chapter finale). -New mobile object: worker (attacks resource objects with axes, picks, etc., placed some in Ch.1+2). -New mechanical component: spring (now required to craft clamp traps, can be crafted, placed a couple in Ch.2). -Mobiles that are fleeing or attacking non-mobile objects no longer count as combatants when checking for combat. -Fixed bug where deselecting party by L-clicking nothing wouldn't close inventory/character window. -Fixed range check in AI scripts when using Aimed Shot and Disarm abilities (aiUseItems.wsl). -Made clamp traps stronger because they're harder to craft (more damage, immobile status). -Fixed shovel attack animation type in object script and story files. -Crafting abilities can no longer be used during combat. -Improved dialogue in Ch.3 Demo (and Alpha). EARLY ACCESS 13.0B: -New sounds for beastfolk, monsters, and undead (Sattie, Dustbiter, zombies, etc.). -Fixed bug where Meta wasn't being updated in character window as it recharges naturally. -Cannons now make a smoke effect after firing so you can see when they are ready to use again. -Updated Patron Stories to v3.5 (weak walls, cannons, increased difficulty on Fortune Isle map). EARLY ACCESS 13.0: -Cannons now working! -Smithing ability now lets you craft cannon balls. -Updated credits and fixed credit scroll sequence on hi res. -New script boolean: "if_objDelay" (tests for object delay). -New script command: "varResponse" (sets variable to previous dialogue response). -New script command: "objArtillery" (player uses object as artillery and selects target). -Added cannons and weak walls to Patreon Stories, changed name to "Patron", increased starting Karma. -Fixed rare bug with Patron Stories where effects weren't loading properly and party destinations would reset. -Fixed immediate pathfinding avoidance with blocked map tiles (now same as blocking objects). -Fixed rare crash bug with bird animations when their sprites are hidden at night. -Fixed bug with "pickLast" script command (to pick previously-selected object). -Fixed bug with sprite scissoring in slow terrain when game is paused. -New music from Sonic Kitchen: Beach.mp3, BeachNight.mp3, Pirates.mp3. -New ambient sounds: ship.wav, frogs.wav, gust1.wav, gust2.wav. -Updated maps in Chapters 1+2. EARLY ACCESS 12.9: -New objects: destructible walls! -Added some destructible walls to the first two chapters. -Fixed crash when changing music volume in journal settings if map has no music. -Using items like food and potions now sets cooldown to 1 second by default (60 ticks). -Improved and added LOTS of nature objects: stumpBig, palm3, rockMassive, rockArch (alt sprites+colors). -Finished mycanoid scripts (nocturnal fungal baddies that reproduce and cause poison+sleep). -New sprite for smaller waterfall, improved swamp tree+plant sprites (for Ch.3). -Fixed bug with "objHE" command (randomized weapon durability in scripts). -Berserk mobiles now sometimes attack usable objects if no mobiles near. -Leapers can now swim, and no penalty for slow map tiles (aquatic=6). -Removed windows browser plugin for compatibility. -Expanded Chapter 3 Alpha (for Patrons). EARLY ACCESS 12.8: -Added 3 more piece of magic jewelry to Ch.2 (hard to find). -If status effects drop below 10, they now still affect stats at plus/minus 10. -New option to delete saves/parties from window lists (load game in journal and "importPartyList" command). -New script command: "resetRep" (resets all reputations, faction respect, and objectisves, used in intro scripts). -Intro script now only asks if you want to save party if it was automatically imported from previous chapter. -Fixed bug where berserk characters would sometimes target corpses when losing control. -Fixed rare crash bug when loading a game after dying while a projectile is flying. -Fixed bug where damage messages weren't being displayed for enemies. -New sprite for Lara when she is tied up in Ch.2+3. -New hut sprites for Obonye Village in Ch.3. EARLY ACCESS 12.7: -New objects: wallCanopy (jungle canopy for Ch.3). -New sprites for wave effects, facing all directions. -New script command: "objCrimeCheck" (check for witnesses and decrease faction respect by given amount). -New script command: "loadPartyList" (brings up list of parties that you can choose to import). -Picking locks now uses "objCrimeCheck" command and decreases respect by 5 if caught. -Loading game now brings up a list instead of requiring player to input filename. -Chapter intro scripts now use "loadPartyList" command when starting a new game. -Added level limits to chapter intro scripts when importing parties. -Party dialogue no longer happens until after chapter intro scripts. -Updated forbidden player names in misc\naming.wsl script. EARLY ACCESS 12.6: -Fixed major bug where AI scripts were all being called at same time. -Fixed script bug where AI wasn't using combat abilities (useItems script). -Fixed bug where table objects were being drawn under walls if an item was on it. -New trap: Tripwires (trigger nearby powder or petrol kegs then disappear). -New henchman: Izari Cleric (crossbow, mace, ability to heal nearby allies). -New item: Doom Bomb (causes largest explosion in game, explosion3, late game). -New basic objects: tableNoble, tableNoble2, shelfDishes, drawers, drawersBig, symbol. -Updated Player's Manual with more history (for Minax's background). -Gave Minax a semblance of personality in dialogue scripts. -Tweaked lots of furniture collision and table values. -Placed some loot on House Tevani's balcony in Ch.2. -Expanded Chapter 3 Alpha (for Patrons). EARLY ACCESS 12.5: -New script boolean: "if_objLoadPer" to test percent inventory load (based on max). -Party members swimming now lose Meta/Health at different rates based on load and Physique. -You can now choose a companion (from six choices) if you create a new character for Chapter 3. -Added encyclopedia sprites for party members and lots of main characters (changed Minax's sprite). -Improved speed of map color commands ("mapRed", etc.), so map sprites are reshaded only once, after script is finished. -Removed birds and a couple civilians from crowded market maps (keeping mobiles below 40 per map now). -New tracks from Sonic Kitchen: refuge.ogg, cave2.ogg, stealth.ogg (used in Ch.3 Alpha). -Swapped titles and screens for Chapters 4 and 5 (desert will now come before snow). -Improved some dialogue in Ch.2 (Leo) and Ch.3 Demo (party members), new rep. -Fixed "loadParty" command so that main player is now automatically set. -New map tiles: "grassDark" (for jungle maps). -Mouse cursor now hidden on Deck. EARLY ACCESS 12.4: -Implemented swimming! -Expanded "objMobAquatic" command to have 6 settings (see Builder's Manual, crocs can now swim). -Replaced "Smash Object" ability with "Swimming" ability (changes aquatic status in party checks script). -Object check scripts are now called immediately after map loads (so birds starting moving immediately, etc.). -New script boolean: "if_objMobDir" to test which direction mobile object is facing. -Calling game credits in scripts now properly exits script and returns to main menu. -Player can no longer command henchmen to talk (only main party can talk). -Lots of new floor and ground tiles. -Updated all manuals. EARLY ACCESS 12.3: -Improved framerate while large player party is moving, and when player is clicking to give orders. -Improved framerate by keeping track of scissored sprites so it's not set repeatedly (walking through sand, etc.). -Fixed unseen party roster bug where main party (slots 1-5) got listed again repeatedly in henchmen slots (6-25). -Door collision script now makes mobiles that can't open doors cancel destination (fixes major framerate drop). -New item: sail (attach to raft in Ch.3 to reach more destinations, craft at Loom with Sophistication). -New ratfolk spawn in Ch.2 on Peninsula at night after speaking to Lord Mesali. -Increased speed of rats and sewer rats from 2 to 3. -Fixed some object encyclopedia description tags. -Updated Chapter 3 Demo (for Chapter 2 DLC). -Expanded Chapter 3 Alpha (for Patrons). EARLY ACCESS 12.2: -Finished henchmen sprites in encyclopedia. -"TimePass" command now shows hour progress at top of screen. -New command: "camPos" (positions camera at given coordinants). -Significantly increased prices of weapons, potions, and major bombs. -Fixed major crash bug when rats died (animation frames screwed up in recent patch). -Added dialogue cutscene and map after beating Chapter 2 (still unfinished). -Improved ship2 sprite to be more unique (pirate ship "The Omen"). EARLY ACCESS 12.1: -Fixed HUGE bug where party was not importing into next chapter automatically. -Finished sprites in encyclopedia for usable objects and fixed a search bug (currently 706 entries). -Added dialogue cutscene and map after beating Chapter 1, fixed some Ch.1 script bugs. -Fire effects now have a 10% chance of cooking nearby meat and fish. -Fixed spelling of "plebeian", improved some dialogue. -New object: brazier (stone, can be lit/extinguished). -Expanded Ch.3 alpha (for Patrons). EARLY ACCESS 12.0: -Uploaded first Ch.3 alpha for Patrons. -Uploaded Shrouded Arts doc (magic guide) for Patrons. -Fixed bug with HUD after travelling with coachman in Ch.2. -Fixed bug where party AI setting would turn off every time a game was unloaded. -Fixed bug where party use scripts wouldn't update after importing to next chapter (now updates in party scripts). -New script command: "encSprite" to set sprites for encyclopedia entries. -New sprite folder for encyclopedia entries, set most sprites in script. -Improved siliki mobile sprites (gave them pointy ears). EARLY ACCESS 11.9: -New weapon and weapon animation: slingshot (shoots stones). -New crafting recipes: slingshot, paddle, wagon wheel, caulk. -Crafting ability scripts now have a "Back" option in sub-menus, fixed sound bugs. -Fixed huge bug in Basillo's dialogue script in Chapter 1 after wagon wheel quest. -Fixed extinguish.wsl script, torches are now extinguished if outside in wet weather. -Fixed bug where attacking with a bow without ammo would damage target slightly before AI switches weapons. -You must now answer 3 riddles before you can become a student of Jadenbury University in Ch.2, fixed Alvaria's dialogue. -Finished AI scripts for sharks swimming and turtles hiding in shell (for Ch.3). EARLY ACCESS 11.8: -Igniting and extinguishing fires have been condensed into two scripts in the "misc" folder, called by other scripts. -New object: torch, torchWall (can be ignited/extinguished with flint and steel or flames). -Using Chilling Touch with Cryomancy gemcrack now extinguishes flames and torches. -Fixed script bug where rope would not get deleted from inventory after use. -Game now asks before saving in editor mode and getting flagged a cheater. -New alternative ship sprite for pirate faction (used in Ch.3 Demo). -New objects: turtle, shellTurtle (for Ch.3). -Added some torches to Chapters 1 and 2. EARLY ACCESS 11.7: -GREATLY improved non-diagonal pathfinding with adjacent diagonal checks. -Fixed rare crash bug when certain animals would phase in/out on sunrise/sunset. -Fixed bug where map script wouldn't run during "timePass" command (so there was no weather change on travel or crafting). -Changed "Novice Bio Gemcrack" to "Novice Zoo Gemcrack" (Biomancy now subdivided like Thermomancy). -Updated and finished gemcrack objects and sprites (18 total, 3 working in scripts). -Disabled all hotkeys except scrolling and unpause in editor mode. -Updated encyclopedia and Player's Manual. EARLY ACCESS 11.6: -Fixed HUGE bug where importing party sometimes deleted other objects. -Fixed HUGE bug from last patch where party checks/dialogue were disabled. -Increased total damage of large explosions (boom bombs) from 80 to 100. -Added sick animals to Ch.1+2 that you can treat with Naturalism for 1 karma. -Finished Oakia and Minax party scripts (friend+companion reputations, etc.). -Party member scripts now have starvation/fatigue dialogue that decreases relationship variables (starting in Ch.2). -Brewing liquids with Naturalism or Alchemy ability now lets you distill spirits from 3 bottles of wine with potstill. -New item: potstill (required for distillation, placed 3 in Ch.2). -Added a few ambushes/respawns to Ch.2, improved some dialogue. -Improved waypoint pathfinding in doorways. EARLY ACCESS 11.5: -Fixed rare crash related to status effects. -Fixed bug where contacting black market with Streetwise ability crashed game. -Fixed bug where selecting dialogue options with mouse would select entire party. -Fixed bug where health/meta labels weren't updating in character window if damaged, etc. -Added new side-quest for Lara in Ch.2 to gather festival supplies (wine, dress, cake, silver ring). -New character: Cassos (cheese shop merchant in Eastern Jadenbury Market, buys milk). -New floor object: Spiderweb (created by spiders, slows mobiles temporarily). -Increased map puddle limit from 20 to 25, check moved to object ini script. -Slimes now leave puddles of acid when they die, and 10% chance on attack. -Improved lots of encyclopedia entries. EARLY ACCESS 11.4: -New item: bottle of acid (throw to make puddle). -Puddles of petrol now slow mobiles that step in them (very briefly, slowed=3). -Limit of 20 puddles of acid/petrol per map (random one gets deleted), and 5% chance of dispersing when stepped in. -Fixed bug where line of sight checks would go one tile past blocked map tiles (object blocking worked fine). -New Pirate unit (for later): Moon Reaver (high Vitality and Physique, Mad Dash and combat abilities). -New Izari unit (for later): Izari Agent (high Cunning and Education, social and stealth abilities). -New script command: "encyclopedia" (displays encyclopedia entry of given title string). -Improved henchmen contract scripts, allowing option to view encyclopedia entry first. -Lots of new henchmen contracts, for a total of 26 unit types you can summon. -Placed flint and steel in crate in Tutorial Dream (for blast bombs). EARLY ACCESS 11.3: -Changed Light damage to Acid damage (slime, acid puddles). -New food: apple, banana, wheat, rice, corn, sandwich, pie, seaweed, sushi. -Lots of new cooking recipes for the Naturalism ability: grains, bread, meals. -Crafting clothes/rope at a loom is now done with Sophistication ability, not Naturalism. -Forging coins with Smithing ability now requires a counterfeit plate (obtainable in Ch.2). -Sophistication ability now required to forge jewelry (Smithing) and cook quality meals (Naturalism). -Mobiles now turn to face items when getting them, and play use animation if used immediately (grazing). -"TimePass" command no longer restores party Meta (assume party is working while crafting). -Replaced hole objects with cracks (holes looked too similar to puddles of petrol). -Gorbo now asks for 10 meadow berries instead of 5, doubled wealth reward. -New objects for Ch.3: treeBanana, raft. -Added more food to Chapters 1+2. EARLY ACCESS 11.2: -Now only mobiles of "human" species are diseased by eating raw meat. -Using "objMobTarget" commands on items now has mobile go and pick up the item. -Animals now eat food in AI scripts, both carnivores and herbivores, set max load to 0. -Mobile AI now stops on collision if not in party and main destination is blocked. -Izari Empire is now a faction, and Izari units have their own folder (replaced ratfolk faction). -Updated map of Moonshade in Atlas and in-game map (updated names, moved Humming Vault north of swamp). -Fixed bug where mobile targets wouldn't get reset when changing maps in world editor. -New Noble unit (for later): City Champion (high Vitality and Physique, heavy armor). -New Izari unit (for later): Izari Officer (high Vitality and Physique, Leadership). -New Trog unit (for later): Horned Trog (high Vitality and Physique, Whirlwind). -Updated trog sprites (including scouts, mechs, females, added horned trogs). -Improved lots of Ch.2 dialogue (Stormeye, Troimus, Clovia, Iole). -Ireyna now sells leather armor in Western Market (Ch.2). -Added inventory to merchant in Western Docks (Ch.2). -Fog and haze weather effects now move again. -Added some encyclopedia locations. EARLY ACCESS 11.1: -Improved combat framerate slightly. -Fixed bug with commanding party members to attack. -Fixed bug where unpausing would reset mobile animations. -Fixed bug with Chapter 2 endings in scripts (3 possible endings). -Added a "not yours" label to tooltips for items and objects that belong to a non-hostile faction. -New jungle objects: treeBig, treeBig2, treeBig3, branch, root, rootBig, treeBigCave (for Ch.3). -New script to decrease gas duration and move 1 tile immediately if outdoors. -Thump sound now plays when mobiles get knocked unconscious. EARLY ACCESS 11.0: -Replaced sprites for poison gas, sleeping gas, smoke cloud, and dust cloud effects with something much better. -Dust clouds and smoke clouds now cause blindness, gas/smoke/dust effects now last 10 seconds (up from 5). -Unconscious mobiles now stop idle animation, AI scripts now check for unconscious status. -Killer Wasps are no longer flying (so you can kill them with melee, 50% evade). -Increased status amount of poison gas (20 to 40), and sleeping gas (5 to 10). -Random dust clouds appear in Kickdi Brothel map (Patreon Stories). -Fixed a combat music script bug on Scorched Farms (Ch.1). -Fixed transition script in Western Tunnels (Ch.2). -Added voices for Stormeye, Mercusia, and Berindal. -Replaced Sebastius's voice. EARLY ACCESS 10.9: -Improved pathfinding a bit. -Fixed bug where characters sometimes walked through closed doors. -Fixed bug where party destinations would sometimes not cancel after moving to another map. -Fixed bug where inventory window wouldn't immediately appear after selecting a party member. -Setting party destinations is now smoother (collision checks now ignore fellow party members with destinations). -Attacks now cause retaliation in non-hostile targets even if they miss, and ranged weapons degrade condition. -Made partyChecks script more efficient (improved framerate). EARLY ACCESS 10.8: -New option in scripts to make your own class. -New script command: "objCreateChar" (brings up character creation screen). -Added new status effect: Slowed (decreases move speed, wears off over time). -Added new status effect: Fatigued (decreases max Meta and accuracy, party members get tired after 24 hours). -Modified fishing script so chance of success depends on Cunning and changed timer to daily limit (5 times per day). -PartyChecks.bsl script now makes party members slowed or unconscious if too fatigued. -Resting in beds now cures fatigue, and some herbs also reduce fatigue. -Fixed MAJOR bug from v10.7 where shooting missiles crashed the game. -Fixed bug where "timePass" command wasn't increasing hunger, etc. -Douse Arrow ability now requires flint and steel for petrol+boomdust. -Added more baddies to Chapter 2, improved Jadenbury Bridge. -Fixed script bug where bats were phased out indoors. EARLY ACCESS 10.7: -Finished Patreon Stories v3.0 (www.patreon.com/lcsoftware). -Added 8 new achievements for Chapter 2 and Patreon Stories. -Added some intro dialogue to Chapter 3 Demo (if you have Ch.2). -Made character AI checks slightly more efficient (increased framerate a bit). -Ireyna can now buy shoes from you in Ch.2 (along with other clothing). -Training skills no longer takes 1 hour if there is no trainer object. -Slimes no longer attack undead (check for mob species). -Improved encyclopedia. EARLY ACCESS 10.6: -Fixed major bug where mobs could walk through blocked tiles. -Fixed bug where corpses in sand were being drawn off-screen. -Fixed bug where items would be drawn under tables if ID is less than table object ID. -Item glimmers are now system sprites and no longer counted as objects (much more stable). -New script commands to customize time cycle: "timeMax" (default 600), and "timeNight" (default 300). -New reputations for Murag and Ralo dying in any chapter (so they don't appear in later chapters). -If Steam Big Picture is on, touchscreen mode now auto-activated (for Deck). -Fixed night-time lighting in noble house interiors in Chapter 2. -Improved Patreon Stories (www.patreon.com/lcsoftware). EARLY ACCESS 10.5: -Added third Patreon story: Horror at Fortune Isle. -Flint and steel item is now usable, so you can light puddles of petrol on fire (can't target puddles otherwise). -New usable objects: kegs! (fill empty bottles with boomdust, petrol, alcohol, etc., powder kegs can explode). -New henchmen contracts, and new separate "Contracts" section in the encyclopedia. -New recruitable character in Patreon Stories (Deadly Hangover): Brass. -New effect animation and sounds: heal, buff (for gemcrack magic). -Contracts now only take 1 hour to summon henchmen (not 3). -Circular light effect sprite now has smoother edges. -Added brief Ch.3 scene, improved some Ch.2 dialogue. -All sounds now stop on gameover. EARLY ACCESS 10.4: -Fixed MAJOR bug where party member destinations would reset constantly on game load. -Fixed MAJOR bug where items couldn't be obtained from chests (starting in patch 9.1). -Fixed bug where bottles of milk, water, etc. were set to target type of "other". -Fixed bug where "if_objMEPer" boolean wasn't working in scripts (tests meta percentage). -New script commands: "camFlash", "camFlashRed", "camFlashGreen", and "camFlashBlue" (flash screen for lightning, etc.). -Moved all scripts for Patreon Stories and bonus maps to a single "bonus" folder. -Fangworms can now burrow in the sand to be immune to damage (not in Ch.1 or 2). -Changed useItems AI script to use healing items if below 50% health. -Added a 2nd wave of baddies to the first Patreon Story. -New mobile sprite: burrowed.png (for burrowed baddies). -Added lightning to scripts during rainstorms. -Significantly updated Builder's Manual. EARLY ACCESS 10.3: -Finally fixed weather effects when scrolling/zooming. -New script command: "msgNew" (writes only if not a repeat in last 8 messages). -New script command: "mapOverlay" (displays alternative overlay from weather folder). -When "mapOverlay" is set, map is considered indoors, night cycle and weather disabled (removed "mapNoNight" command). -New weather effects: light beams, light beams 2, fairy lights, dust, poison rain, poison drizzle (put in map scripts). -New wall objects for upcoming Ch.3: wallJungle (also new canopy map tile). -Temp weapon now appears in player hand in char creation based on class. -Added poison rain into party checks script (not Ch.1 or 2). -Increased skills of some main characters (Favius, Salvio). -New animal sounds for turkeys, sheep, and cows. EARLY ACCESS 10.2: -New Wait button in settings menu. -Official chapters now listed first in stories list. -Finished first three gemcrack scripts (basic magic). -New command: "mapCopyFrom" that lets you copy maps from other stories. -Fixed major bug where all new characters were tagged as cheaters and couldn't unlock achievements. -Increased journey to Jadenbury in Ch.1 from 5 days to 10 days (for proper scale). -Added dialogue for Hellani in Ch.2, along with a new reputation. -Improved lots of dialogue in both chapters (Dabi and Numbers). -Finished locations in the encyclopedia (for now). -Updated Builder's Manual. EARLY ACCESS 10.1: -Tapping a character in touchscreen mode that is already selected will now deselect. -New hangman minigame to unlock Gemcracks for magic ("if_minigame" boolean, not yet implemented). -Using inventory items or abilities now has a cooldown before you can use another (60 ticks by default, or 1 second). -New script command: "objCooldown" to set object's attack and item use delay (bombs take 120 ticks, or 2 seconds). -Fixed sound file paths in some ability scripts (hud\bonus.wav, special\feather.wav). -Fixed death scripts for most human baddies (dropping wealth). -Fixed Durolo AI destination in map2Docks script. -New background screen for reading books. -Updated manuals and encyclopedia. EARLY ACCESS 10.0: -Finished Chapter 2 Early Access (on Steam)! -Climbing ropes and vines now requires 30 Meta. -Fixed bug where changing to a new map made all mobiles face north. -Fixed bug from a few patches ago where fire and other effects weren't moving. -Effect objects like fire are now automatically set to temporary (disappear after leaving map). -R-Clicking usable items in inventory no longer changes equipment (changed "pickEquip" to "pickDefault" in item use scripts). -Bottles of miscellaneous substances (boomdust, etc.) now have script that lets you pour it out for empty bottle. -Made HUD updates for party member conditions more efficient. -New gemcracks (no scripts yet): gemPyro, gemCryo, gemBio. -New items: counterfeit coins, counterfeit plate. EARLY ACCESS 9.9: -Usable objects now run check scripts immediately after map load (light sources, etc.). -Fixed script bug where Commander Ralo and Murag would drop papers for Ch.2 when killed in Ch.1. -Attacking the bandit camp in Ch.1 now causes Murag to automatically flee with Favius (so the story won't break). -New main character in Ch.1: Numbers, a bandit accountant who surrenders, improved some other dialogue. -Sounds and game messages no longer play if map isn't yet loaded (for respawn scripts, etc.). -Time pass dialogue window no longer displays when you travel to new maps. -Forges now produce light (like campfires and streetlights). -Slime monsters are now of the "fungus" species. -Lots of Chapter 2 progress (alpha on Patreon). EARLY ACCESS 9.8: -AI now checks for non-diagonal paths (L-shape), greatly improving pathfinding. -Mobiles can now move diagonally across blocked tiles (to make collision less annoying). -Bandits, militia, pirates, etc. have lots of new death sounds, new riot ambient sound. -Campfires now create light effect (reveal concealed characters). -Fixed bug where weapons were being drawn on unconscious mobiles. -Fixed bug with real backspace key in virtual keyboard. -Fixed bug where "destroyAll" command wasn't working. -Fixed bug with music spazzing out on map change. -New encyclopedia entries: status effects. -New pirate henchman: Moon Markswoman. -New script command: "stopSounds". -Lots of Chapter 2 progress (alpha on Patreon). EARLY ACCESS 9.7: -Virtual keyboard working if touchscreen mode is turned on in settings. -Greatly improved framerate and pathfinding when setting multiple party destinations. -Character window button "Dismiss" now also lets you talk to and examine party members (for touchscreen mode). -Ranged attacks can now be evaded, attacking flying targets with melee now miss automatically. -Decreased evasion of birds from 100% to 50%, decreased Y selection size of boars. -Tooltips now affected by HUD opacity in settings, other HUD improvements. -Mobiles now auto-change command to attack if target becomes hostile. -Added factions, status effects, and some locations to encyclopedia. -Added encyclopedia option to list all entries in a given topic. -Now only the main character can talk to other party members. -Lots of Chapter 2 progress (alpha on Patreon). -Added lots more human voice sound effects. EARLY ACCESS 9.6: -Fixed minor AI bug when changing targets during combat. -Fixed major bug when two mobiles were closing in to attack each other and then moving one tile in the wrong direction. -New script command "objPhased" temporarily phases an object out of existence until map change (save all stats). -New script command "partyPhased" temporarily phases out entire party except currently-selected object. -New script boolean "if_partyWeapons" to test if anyone in the party has weapon (ignore "hidden" type). -New script boolean "if_objPhased" to test whether object is currently phased out. -New script boolean "if_editorMode" to test if editor mode is enabled. -If "PickParty" command is used without a number, it picks a random party member. -Butterflies, birds, etc. now use phase command at night (not blank sprites). -Improved voice sounds for party members and main characters, added new ones. -AI script updates: no more bird sounds at night, bats phase out in day time. -Lots of Chapter 2 progress (alpha on Patreon). EARLY ACCESS 9.5: -Added welcome notices for demo and editor modes. -Saving in world editor now flags file as cheater, and achievements can no longer be unlocked. -New Touchscreen option removes R-Clicking, included Item Glint option in menu and journal. -Map music now plays immediately after changing maps instead of after script ends. -Added skills and damage types to encyclopedia. -New ambient sound for noble houses: clock. -Added more shallows to Chapter 1. EARLY ACCESS 9.4: -New achievement list in main menu, added new achievements with icons to Steam (12 total for now). -Annoying unarmed sound no longer plays if you you attack with a weapon, increased volume of all weapon sounds. -Damage scripts now run after damage checks and effects, not before (so pitfighters can get knocked unconscious). -Fixed problems with "ObjMobTarget" script command: no longer picks self, no longer resets at end of scripts. -Fixed crash with script commands that had parameters over 999, increased wealth cap to 99999. -New break sounds for different materials: wood, stone, metal, misc. -New combat and creature sounds: claw, bite, miss3, etc. -New mobiles for Ch.2: pitfighter, Asp (fight manager). -Credits now play when you quit from main menu. -Lots more Ch.2 dialogue (alpha on Patreon). EARLY ACCESS 9.3: -Mobiles no longer retaliate on attacks if they have a destination. -New script command: "camShake" (shake camera for explosions, etc.). -Improved explosion sounds, fixed sounds in scripts, included camera shakes. -Effect sounds now play in effect object INI scripts (not outside). -Slimes now have ranged attack (new missiles sprites). -Fixed some remaining butterfly animation fuck ups. -New status effect: infravision (detect invisible). -New Chapter 2 screen, new Ch.2 map screen art. -New objects: hammocks, potionInfravision. -New map tiles: metal. EARLY ACCESS 9.2: -Lots of work on Chapter 2 Alpha (on Patreon). -Added some new party dialogue and objects to Chapter 1. -You can now make both militia and bandits hostile in Chapter 2 without failing the story. -Evenly distributed mobile object checks on loading map (framerate should be less choppy). -Now forbidden to sleep in another faction's bed while being watched (gave factions to beds). -Deep Sleeper (with 10 Willpower) and Last Stand abilities now grant Inspired status effect. -Last Stand ability now requires that you be in combat, gives higher bonuses. -Upgrading skills and abilities at trainers now consumes 1 hour. -Updated bomb descriptions (they now require flint and steel). -Most beneficial status effects now wear off at half speed. -New items: tomes (basically non-mobile trainers). -New mobile: coachman (fast travel in Ch.2). -New main characters: Axelle, Ireyna, Levos. -Decreased Y selection size of beds. EARLY ACCESS 9.1: -Explosions now ignite puddles of petrol. -You can now use puddles of petrol and ignite them with flint and steel. -Bombs now require flint and steel to ignite (placed flint and steel in maps and merchent inventories). -Fleeing enemies now give up target immediately when far enough away (so player can travel, etc.). -New script command: "resetTarget" to reset target coordinants for ability or item use scripts. -Lots more dialogue for Ch.2 Alpha (on Patreon). -New objects: table4, The Forgotten (book). -Updated Ch.2 Demo, manuals. EARLY ACCESS 9.0: -Greatly improved framerate with moving mobiles. -You can now use bottle of petrol to pour on the ground to make a puddle of petrol. -New object: Puddle of Petrol (spreads flames automatically when hit by heat damage). -New script command: "objEffectParentDef" (set effect parent to default object's parent). -Removed all slime baddies from Ch.1, changed Murag's quest to killing eberan. -Objects with "bottom" draw priority now show tooltip also (puddles). -Puddles of Acid now deal 5 heat damage as well as 5 body damage. -Fixed bug where caltrops, puddles, etc. would take effect twice. -Fixed collision bug with passable objects beneath transitions. -Fixed bug with "timePass" command in world editor. EARLY ACCESS 8.9: -Improved waypoint pathfinding slightly. -F5 quicksave now checks for combat, story fail, etc. -Line of sight checks now account of object collision size. -Increased Education requirement for the 4 magic abilities. -Doubled frequency of AI rotation, no longer allowed to face an adjacent wall. -You can now beat the entire game in Chapter 2 Alpha (extremely difficult secret). -Map ambient sound now ends when credits play, sound effect now plays on new objective. -New mobiles and sprites: mages (pyromancer, cryomancer, biomancer, neuromancer, necromancer). -New main characters for Chapter 2: Ursin, Braxo, Ernoso. -New items: rat pheromones, Lucid the Siliki (book). -Lots of new dialogue for Chapter 2 alpha (Patreon). -Changed name of Chapter 2 to "Threads of Amnesty". -Fixed bug where examine command wasn't working. EARLY ACCESS 8.8: -Improved pathfinding checks for cutting corners across blocked tiles. -Fixed combat checks for travel and rest, beds now also check for combat. -Interacting with a hostile now automatically attacks. -Fixed music repeatedly restarting when changing maps. -Fixed bug where AI would attack massive bones. -Fixed sound effect when dropping/giving items. -Fixed pathfinding around blocking map tiles. EARLY ACCESS 8.7: -Doorways are no longer automatic AI waypoints (fixes double door pathfinding bug). -Added waypoints over every door in Chapter 1 and Chapter 2, and some extras in narrow corridors. -Fixed bug where waypoints wouldn't work if destination is immediately south of blocked tile. -Fixed bug where crates did not have a proper use script (now useExam). -Improved a couple maps in Chapter 1. -Updated manuals. EARLY ACCESS 8.6: -Improved waypoint AI (doorways and invisible waypoint markers). -AI path check now also checks to make sure mobile can't cut across impassible corners. -AI now checks two paths: diagonal movement first and diagonal movement last (greatly improving pathfinding). -You can now set objBlock to 4 to make blocking object ignore pathfining checks (unlocked doors). -New script commands: "objMobEquipMelee" and "objMobEquipRanged" to switch weapons. -AIUseItems.wsl script now switches between melee and ranged weapons. -Gave melee weapons to most archers and hunters in Chapter 1. -Max movement speed is now 6 (up from 4). EARLY ACCESS 8.5: -Fixed bug where party members would auto-switch targets when attacked, even if they already had a target. -Two new reputations in Chapter 1: Smuggler (do Brayna's quests), and Krug Slayer (kill Gug). -Increased max encyclopedia entries from 999 to 9999 (currently over 650 entries). -Updated Mr. Beaves tutorial text, improved some Ch.1 dialogue. -Updated Player's and Builder's Manual. EARLY ACCESS 8.4: -Added status effects: Inspired, Resist Pierce. -Added abilities: Analyze Character, Leadership. -Confused status effect now prevents characters from using abilities. -Looms now let you craft with fabrics using the Naturalism ability (and only looms). -Encyclopedia searches now automatically remove articles and "bottle of" prefixes to entry titles. -New achievement script commands: "achieveTag", "achieveName", and "achieveDesc". -Changed "steam" script command to "achieve" and added in-game achievement list. -New objects: dungeonB3+4 (catacomb inlets), doorAncient (Hargate), sarcophagus. -Character screen now displays encyclopedia entry and equipped item. -Improved lots of encyclopedia entries, added main characters. -Fixed Pocket Sand ability script. EARLY ACCESS 8.3: -Dropping an item on a party member now gives it to them (tooltip now "Drop/Give"). -Inventory and character windows don't show unless you also have a character selected. -New script command: "objMobCharScreen" to show full character screen of current mobile object. -New script command: "storyDemo" to delete all maps after given map ID (to easily make demo versions). -Command resets to Interact after using abilities or dropping items (so you can see the game messages). -Fixed bug with leftover text after closing character screen, removed arrow buttons if character is not in party. -Fixed bug where changing volume in journal settings wouldn't immediately change volume. -Fixed major bug with "objPos" command fucking up object positions when changing maps. -"ObjMobPlayer" script command must now be set to 0 or 1 (0 cancels player). -Added inventory load info to character screen. -Added dog bark sounds to AI script. -Updated Chapter 2 Demo. EARLY ACCESS 8.2: -New complete character info screen, accessible from the journal settings menu. -New encyclopeida feature and script so object descriptions don't repeat and inflate save file size. -Added script commands: "encycTitle", "encycTopic", and "encycText" to edit encyclopedia entries. -Gave bonuses to certain weapons in Throw Object and Whirlwind abilities. -Fixed bug where weather text wouldn't appear in journal window. -Improved INI file and included labels for each setting. -Added settings option to adjust HUD transparency. -Invisible AIBlock2 objects now have separate name. -Party no longer has to be gathered to travel. -Updated Player's Manual. EARLY ACCESS 8.1: -AI now prioritizes closer hostile mobiles when looking for targets, also optimized AI framerate. -If Party AI is set to advanced, party now targets hostiles up to 4 paces away (first checks 2 paces away). -Closed doors are now excluded from obstacle avoidance checks (so pathfinding will open closed doors). -New invisible AIBlock object that blocks non-combat pathfinding checks (behind windows, etc). -Fixed waypoint detection along the wall while south of doorways (all doorways are waypoints). -Empty bottles are now throwable like stones, vases, and plates (glass now deals less damage). -Properly fixed priority of world editor item selection (items on tables vs. in containers). -Option to forget an ability and regain 2 Karma if you already have 10 abilities. -Shop window now displays merchant respect at top. -Fixed minor flaw in obstacle avoidance function. -Fixed bug with Confusion wandering effects. -Fixed script bug with wagon scene art. EARLY ACCESS 8.0: -Leaving quantity blank when getting/dropping items now means all. -Accuracy decreases when shooting targets moving at normal speed or higher. -Now impossible to position objects out of map bounds with "objPos" command. -Fixed bug in alchemy script from previous guano patch with brewing major bombs. -Fixed error messages about "hostile" faction in globals script (must start new game). -Fixed major bug from last patch where giving/recieving items in dialogue would fuck up. -Fixed problem in scripts and code where concealed mobiles would reset status every time map is loaded. -Updated Chapter 2 demo map (Foreign District), further separating bandits and militia HQs. -Changed some confusing Feluco dialogue about faction respect and joining the party. -Doorways now have blockFly=1 to stop birds from entering houses. EARLY ACCESS 7.9: -Chapter 2 Alpha on Patreon: patreon.com/lcsoftware -New art for character creation screen by Straginski. -Up/Down keys can now select choices in dialogue windows. -Giving orders while inventory, character, or journal is open now does interact command (not move). -Fixed bug where sprites standing in slow tiles (sand, water) were scissored wrong when zoomed out. -Fixed priority when selecting objects in world editor (mobiles are top priority, objects with drawPri "bottom" are bottom priority). -Game now automatically deletes "Chapter X Demo" stories if the full story is found in the list (where X is 1 through 6). -"PickName" script command now avoids main player object (because player name can be anything). -Edited Lockdell Market and Tuskwood maps so party AI doesn't get stuck as easily. -You can no longer talk to mobiles that are unconscious, confused, or berserk. -Fixed bug where most mobiles would be facing north after loading a map. -Added combat music when fighting Ralo or Murag in Chapters 1 and 2. -Fixed bug with positions when importing party. -Corpses now automatically cancel targets. EARLY ACCESS 7.8: -Map step sounds no longer play if character is concealed. -Using inventory items that are not usable will automatically examine them. -Set caltrops and bear traps are now concealed (and type "usable" so concealment works properly). -Fixed bug where party members would change direction when new effect objects like waves were created. -Fixed bug where saved game speed settings wouldn't take effect when launching game (now 94 FPS, not 100). -Changed "Resist Mind" status effect to "Self-Attuned" (now resists mind+body damage). -Improved color of blue Meta bar on party member panel (easier to see). -Added status effect: "Insulated" (resist shock and mind damage). -Alchemy now lets you craft boomdust from guano with 7 Education. -Added items: guano, potionAttune, potionInsulate, potionFocus. -Changed Streetwise ability icon. EARLY ACCESS 7.7: -Crafting scripts now take time (for hunger, etc.). -New setting to double game speed outside of combat. -Game now keeps track of number of combatants (for speed setting). -New script boolean: "if_numCombat" to check number of combatants. -You can now drop items directly at your feet without being blocked. -Fixed bug where party HUD sprites wouldn't appear for a second after changing maps. -Fixed bug where teleporting mobiles to other maps would turn some sprites on current map invisible. -Fixed bug where "factionReact" command would screw up default's target for "pickTarget" in scripts. -Pressing SPACE, ENTER, or ESC picks choice ending in "(Cancel)", "(Done)", "(Back)", or "(Continue)". -Trogs now slowly regenerate health in checks scripts. -Added new text to book script: Berindal Company. EARLY ACCESS 7.6: -Ratfolk is now a faction. -No more tooltips for concealed objects. -Camera now only centers on party member selection on a double click. -Scouring ability now makes feather.wav sound effect (same as prowling). -Script command "mapStepSound=none" now works to cancel map step sounds. -Party destinations now more lenient, cancels if adjascent and blocked by party. -Fixed bug from last patch where HUD would temporarily fuck up when party member died. -Fixed bug where character sprite wouldn't show in dialogue window if standing in water/sand. -Removed duplicate sprite assets (may cause old saves to crash, contact me). -Added main characters: Stasimus, Panos, Roach. EARLY ACCESS 7.5: -Fixed party select sound echo when selecting from map. -Fixed major bug where passable floor traps like caltrops wouldn't trigger. -Fixed bug where a random object collision script would run when colliding with blocked map tiles. -Added a frame PNG for full-screen images like chapter screens, etc. -Added main characters: Lara, Stormeye. -Updated logo tune with coyote sounds. EARLY ACCESS 7.4: -Travelling now requires party to be gathered again. -Fire and flash effect objects now cancel concealment. -Decreased distance penalty for ranged attacks slightly. -Effect objects like fire and transition arrows are no longer affected by map colors. -Removed dialog window when party members die (reputation dialog still displays). -New script boolean: "if_mapDark" to test if all 3 map colors at at or below 120. -Night time and "dark" maps (<=120 of all 3 colors), now cause -5% accuracy if no Spotting status effect. -Prowling ability now uses "if_mapDark" boolean, not "if_mapNoNight". -Remapping hotkeys is now available in the main menu, removed ESC and number keys as options. -Fixed default hotkeys for quicksave and quickload (F5 and F9). -Fixed bugs: crash on using missile weapons, audio settings. -Added objects: ladderSewer, broken furniture (lots). -Added ambient sounds: dungeon.wav, scary2.wav. -Added new readable texts. -Fixed gameover music. -Updated manuals. EARLY ACCESS 7.3: -Barrels now have shorter selection detection. -Tooltips no longer get cut off at screen edge, improved color. -Added hotkeys settings in journal window (not in main menu yet). -Perfected position camera function, allowed increased zoom-in for hi res. -Fixed more hi-res bugs, centering character, map scroll borders, weather, etc. -Foraging for resources with Naturalism can now only be done at campfires (not stoves, etc.). -Lockpicking more advanced doors and chests now requires higher level of Cunning. -Improved contract item descriptions and included respect requirements. -Added objects: lightLamp, chest4, sandDune, plantDesert. -Added item: broom (break in half to get 2 sticks). EARLY ACCESS 7.2: -Fixed lots of interface bugs at hi-res settings. -Added hi res HUD images, extended text wrapping, stretched weather. -Attacking now requires and drains 1 Meta (Meta regenerates as of v6.5). -Fixed bug where mobile sprites standing in slow tiles (sand, water) wouldn't be cut off at screen edge. -Added objects: pipes, gears, factoryEquip, switch. EARLY ACCESS 7.1: -Included font and resolution options. -Completely reworked settings in menu and journal. -Map tile step sounds now only trigger for party members. -Fixed tooltip bug in inventory and character windows from last patch. -Added objects: paintings (lots), table3, fireplace, pillarBig, curtains, block, blockBig, drainSewage, footholes. -Updated Player's Manual with henchmen section. EARLY ACCESS 7.0: -Fixed Steam Proton compatibility and Steam Cloud (Linux app later). -Moving through slow tiles now cuts off mobile sprite bottom (deep snow, etc.) -New command: "mapStepSound" to play sound when given tile is stepped on (updated Builder's Manual). -Made all sand tiles cause slow movement and play a sand step sound effect. -Included condition and status effects in tooltips for left-side party bar. -Increased max number of missiles drawn at one time to 10. -Extreme weather now makes climbing require more Cunning. -Removed "mapDrawPri" script command. -Added tiles: shallows, shallowsSand. -Added objects: throne, bedNoble. EARLY ACCESS 6.9: -Fixed major bug checking range for objects with larger collisions (like attacking doors from the north). -Unsuspecting targets now have a small delay when attacked for the first time (20 frames). -Attacking stone or metal objects now always damages the weapon (not just 20% chance). -You can now play locked stories if you want, but first it will ask you to confirm. -Fixed script bug with filling empty bottles up at wells, pools, etc. -Updated all manuals. EARLY ACCESS 6.8: -Reworked arrays in source code to optimize for Linux compatibility. -All filenames in media folder are now lower case for Linux compatibility. -Merchants now only buy items one time (name then changes to "Happy Merchant"). -Pathfinding no longer gets stuck north of windows (all mobiles now, not just party). -Setting objBlock to 2 in the scripts blocks non-party members (to keep livestock in pens, etc.). -Stories with "Demo" at the end are locked as well as main stories in locked list ("Chapter 2" now "Chapter 2 Demo"). -Added new object only visible in editor: aiBlock (placed at gate of livestock pens mostly). -Added new party members and scripts for Ch.2: Oakia, Minax, Shale, Dustbiter. -Added new sprites for shelves: shelfBooks, shelfStuff, etc. -Updated Player's Manual (species, characters section). EARLY ACCESS 6.7: -Removed error messages when calling object commands with no object selected. -New light effect object that reveals concealed mobiles (created by town light scripts at night). -Large effect object sprites (like explosions) are now centered on Y position (not above like other objects). -Changed whiskey to spirits, insanity bombs to sleeping bombs, and tweaked some alchemical recipes. -Fixed milking script to require animal to have 10 meta (meta recharges as of 2 patches ago). -Fixed script bug from a couple patches ago where you couldn't use Prowling ability. -Fixed bug where unconscious mobiles were still attacking targets. -Party member pathfinding no longer gets stuck north of windows. -Added objects: lightTree, ladders, Hamchop (recruitable boar). -Resting in beds now autosaves. EARLY ACCESS 6.6: -Max maps per story increased from 100 to 999. -H key now hides HUD, F5 quicksaves, F8 quickloads. -Improved "timePass" command and made it a lot faster. -New command: "daysPass" to make days pass, days passed now shown in journal window. -Beds now let you rest 6 hours and uses the "timePass" command (no longer rest till morning or nightfall). -Fixed bug where you couldn't click on items sitting next to large usable objects (like outhouses). -Replaced World Atlas maps, mostly to fix scale issues (updated manuals and in-game maps). -Added new objects: labTank, labTankSmall, fountain2Dry, special altars. -Added new monster sprite and scripts: abomination. -Added sounds for leapers and abominations. EARLY ACCESS 6.5: -Mobiles now recharge 1 Meta every 4 seconds. -New command: "pickTile" (pick X+Y coordinants to edit with "mapTile" commands, etc.). -Loading parties with "loadParty" command now relies on editor position (or "pickTile" command). -Mobile AI now stops temporary destination if surrounded on all 4 sides or has 0 speed (instead of spazzing out). -Naturalism ability now allows you to fill buckets with rainwater, not just bottles. -Added objects: vinesHanging, doorAncient, cityGateB, lightTree, bottleCaulk. -Gums is now ambibious like other crocodiles (aquatic=2). -Fixed bug with main menu sound settings. -Improved ratfolk sprites (not in Ch.1). -Fixed bug with double get messages. EARLY ACCESS 6.4: -Attacking ground no longer targets corpses. -Fixed bug where you could shoot through doors if not diagonal. -Hot keys now work while paused, ALT+ENTER now toggles full screen mode. -MapNoNight variable now also disables weather and automatically counts as indoors. -Fixed bug where you would attack when trying trying to use large objects and colliding with them. -Fixed script bug where smoking herbs with a pipe wouldn't delete the herb (also, pipe no longer usable in combat). -New objects: treeSwampDead, plantSwamp, swampWarning, obelisk, vine, paddle, wallTile (1 to 4). -Fixed bug where hungry wouldn't show up in tooltips if 50+ ("statusNoTip" script command). -Arrows and bolts now sometimes appear on ground after shot, not in target's inventory. -Low Education grammar fuckups now only happen if choice begins with double quote. -Finished climbing scripts for hookRope, hookRopeLong, vine, and vineLong. -Added link to website in main menu. EARLY ACCESS 6.3: -Increased the size of transition arrow sprites. -Added command: "mapCopy" (update Builder's Manual). -Journal settings window now displays current weather and aim modifier. -Loading a game from Journal Window now takes you to save folder automatically. -Loading an object with SHIFT in world editor now takes you to object folder automatically. -Fixed bug where "objStop" command wasn't working in collision scripts (transition arrow loops). -Party members no longer teleport to blocked tiles on new maps (move to another adjacent tile). -Dialogue windows with no object selected no longer changes camera position. -Skeletons and zombies now have die scripts (play sound and drop bones). -Added objects: signPlaque, bricks, statueJungle, tilesOld, bottleMoonlight. -Added effects: fireMaul, shell, torrentacle (not used yet). -Added tiles: upstairs, battlementsB. EARLY ACCESS 6.2: -Interact is now the default command (first icon), updated tutorial. -Fixed saving settings in INI file (logo music can now be turned off). -Temporarily disabled SHIFT key in world editor for possible Linux compatibility. -Removed descriptions from normal objects that cannot be examined (decreasing save file size). -World Editor now selects mobiles in tile first, and objects set to draw priority "bottom" as last (like blood). -Prowling ability can now be used during heavy storms (and light precipitation with 8 Cunning). -Naturalism ability now lets you make rags with fine clothing. -Added objects: wallDungeon, wallDungeonB, wallNobleC. -Added music: peace4.ogg, frostgate.ogg. -Replaced dog sprites with something bigger. -Renamed some map tiles to be more organized. -Updated Chapter 2 demo and Player's Manual. EARLY ACCESS 6.1: -Fixed bug with "Diseased" status affecting max health. -Tooltips now show health condition and one status effects. -Removed statusPossessed property and added statusNoTip (so status doesn't show up in tooltips unless above value). -Made it so the "Hungry" status effect shows up in tooltips only when it reaches 50 (at 100 you start taking damage). -Added new script booleans: "if_objHEPer" and "if_objMEPer" to test for percent of health and meta (related to max). -Added objects: wallNobleB, fenceNoble, fenceNobleGate fountainBig, manorTower, frontSteps, postings, railings. -Added objects: fungus, fungusBig, fungusHuge, fungusWall, planters, chimney2. -Added items: skull, fork, bowl, mirror, dice, shoes, boots. -Added tiles: roof, roof2, roof3, floor4. -Added script for using hand mirror. -Added snake attack sound effect. -Cacti now only harm party members. -Wasps now only deal 5 poison. -Updated Builder's Manual. EARLY ACCESS 6.0: -Party AI setting is displayed in upper left corner (important info). -Improved framerate by removing unnecessary HUD redraws in source code. -Attack the ground will now automatically choose random nearby hostiles. -Different adjacent destinations for each selected party memeber (up to 25 selected destinations). -Party members now reset tile transition when changing attack targets only if it keeps them closer to the new target. EARLY ACCESS 5.9: -Party mobiles no longer reset tile transition when changing targets. -Got rid of double use messages when objUse script command is called. -Cacti now have collision scripts to damage mobiles who bump into them. -Added settings.ini for launch, settings no longer saved with save file. -Replaced full screen option in main menu with Party AI (more important). -Naturalism now lets you craft fine clothing with fabrics (useful for selling). -Attacking now checks tile transition destination as well as current position for range checks (easier melee attacks). -ChecksParty script now calls aiUseItems script (so party members auto-use items/abilities if Party AI set to advanced). -Fixed bug with "if_objMobPartyMain" script command that would make henchmen vomit whenever they ate food. -Added objects: manhole, dockPost, dirt, chairNoble, tub, toilet, loom, fine clothing. -Added tiles: wallTile4 (noble district walls). EARLY ACCESS 5.8: -Improved sprites for some common objects, adding more of an outline. -Added new objects: merlon (stone cover for battlements on city walls). -Bombs are now shown being thrown at target like stones, etc. (in scripts). -Player is no longer prompted for stealing when getting multiple items at once. -Fixed bug where text wouldn't delete when returning to main menu from journal. -Fixed bug from previous patch where dead mobiles wouldn't look dead on map load. -Fixed bug from previous patch where map script isn't immediately called when map loads. -You can now attack the bandits immediately after talking to Feluco without failing. -You must now use the wagon to travel instead of just talking to the driver. -Buckets now obtainable items (to fill with water and put out fires). -New item: flint and steel (for lighting campfires and cannons). -New item: bucket of water (for extinguishing fires). -New objects: ship, smokestack, wallBrickB, wallBrickC. -Wells, fountains, etc. now let you fill buckets. -New tiles: wallTile3 (desert fort walls). -Fire now makes sound effects. EARLY ACCESS 5.7: -Randomized idle frame when sprite is drawn (for mobiles with idle animations). -Added new object: Wasp Hive (spawns Killer Wasps and lets player collect honey in bottles). -Added new quest in Ch.1 to destroy both wasp hives south of Proud Bridge Inn. -Added "Please Wait" dialogue window after "timePass" script command. -Improved dialogue, added more party dialogue for Ch.2. -Fixed script bug with the Douse Arrow ability. EARLY ACCESS 5.6: -Changed Bonecraft ability to Wizardry (not in Ch.1). -Beating a chapter now displays number of game days passed. -Human, krug, trog, and siliki death scripts now have 50% chance to drop 1 coin. -Improved random map generator, wood bridges now generated when roads cross rivers. -You can no longer throw objects at normal objects that block movement and/or sight (like walls). -Now only party members take damage if attacking unarmed (so animals don't hurt themselves attacking). -Fixed script bug where attPoison.wsl and attDiseased.wsl scripts would affect plants, undead, etc. -Added commands: "partyDelete" and "partyInvDelete" to help with importing parties in the future. -Added command: "objUseAbility" for mobiles to use given ability at current target. -Added script boolean: "if_objNearFriend" to test if mobile of same faction is within given range. -Added script boolean: "if_partyAI" to test Party AI setting in scripts (0 to 2). -UseItems.wsl script now allows party members to use items if Party AI is set to 2. -UseItems.wsl script now allows mobiles to use combat abilities (party members if AI is set to 2). -Moved Feluco to the entrance of the Bandit Camp so dialogue is automatic. -Replaced iron fence in Tuskwood with iron gate (bigger, less confusing). -Added sound effects for plant attacks (mantraps and shamblers). -Added descriptions to the World Atlas, updated all PDF manuals. -Replaced "Victory.ogg" track. EARLY ACCESS 5.5: -Thrown items now deal bonus damage based on Physique skill. -Time now advances every 4 seconds instead of 3 (day/night cycle now longer). -Transition scripts now pass the time, and inform the player of how many hours the trip takes. -Added new script command: "timePass" to have given amount of hours pass (1 game hour = 100 real seconds). -Weather change is now done in "climate" scripts, which are broken down into different climates. -Changing the weather no longer calls the map script automatically (prevents infinite loop). -Fixed bug where no inventory room message would appear multiple times after quantity input. -Fixed script bugs with butterflies reappearing in the morning. EARLY ACCESS 5.4: -New plugin to browse and open script files in the World Editor. -SHIFT key in World Editor now opens file explorer to load an object. -If training without a trainer mobile, you can now unlock any ability. -Training skills now shows current skill levels as well as the trainer's level. -Added optional parameter to "objTrain" to set max skill level if there is no trainer mobile (default=10, max=20). -Fixed bug with "objMobAquatic=3" command to make mobile move only in slow terrain (sand, etc.). -Fixed bug where "objFaction=none" script command wasn't working. -Added new story Patreon Stories: Escape the Brothel (Patrons only). EARLY ACCESS 5.3: -Improved pathfinding a bit more. -Added script for Pickpocket ability (not in Ch.1). -Plates and vases can now be used to throw at targets like stones. -Random map generator now prevents roads and rivers from overlapping. -Red targeting visual highlights when using abilities, items, etc. now factors in line of sight. -Player can now input amount when getting an item if there are multiple items of the same name in the tile. -Changed "mapSand" script command to "mapSlow" to represent any tiles that slow movement (sand, swamp, snow). -Improved "objMobAquatic" command: 1=water only, 2=amphibious, 3=slow tiles only, 4=unaffected by slow tiles. -Added objects: wallClay, chair, urn, vase, gazebo, pool, tableGame objects (not in Ch.1). -Added new map tiles to make bridges and sand look smoother. -Added mobiles: prostitute, Hespu (not in Ch.1). EARLY ACCESS 5.2: -Included Steam plugin for achievements in the future, added one achievement for beating Chapter 1. -Added new script command: "steam" to unlock Steam achievement of given API name (updated Builder's Manual). -Added painting scripts and screen displays, increased sprite size so they can be reached on the wall. -Increased melee and pierce resistance of Militia Elite and City Guard to 30%, gave abilities. -Added new standard mobiles: guards\arbalist, guards\merc (not in Ch.1). -Added new main mobiles: Zidas, Toqa, Rumble (not in Ch.1). -Improved bonus Limbo map script (for Patreon Maps). EARLY ACCESS 5.1: -Greatly improved pathfinding! -Naturalism ability now lets you forage for wood. -Pausing the game now erases arrow tracers immediately. -Improved wallStraw sprites (and some other wall sprites). -Throwing objects now shows weapon sprite flying toward target. -Fixed huge bug from previous patch with door collision fucking with mobile position. -Not enough Meta message is now a dialogue window when using abilities (not just message). -Fixed bug where game messages wouldn't appear at top of screen while reading books from inventory. -Rearranged screens into subfolders (maps, paintings, etc.). EARLY ACCESS 5.0: -Greatly increased framerate. -Added quick missile tracer sprites when shooting ranged weapons. -Added lots of new character scripts and sprites (not in Ch.1). -Fixed bug from last patch where AI stopped using bows. -Woodcraft ability now lets you craft crossbow bolts. -Improved HUD sprites a bit. EARLY ACCESS 4.9: -Fixed bug where destination X's wouldn't appear on targets when paused. -Tweaked weapon stats and improved lots of weapon and item descriptions. -Stones have been changed from weapons to useable items (thrown). -Increased health bonus for basic food and meat (3 to 5). -Updated Player's and Builder's Manual. -Added click sound in dialogue windows. -Improved some ability icons. EARLY ACCESS 4.8: -New items: bolt, quiverBolt (ammo for crossbows). -New baddie sprites and scripts: bandits\assassin. -Replaced Aquatics ability with Throw Weapon ability, new script. -New script command: "objThrow" to throw currently-equipped item to given targeted coordinants. -Fixed bug where mobiles could obtain objects from a distance with a ranged weapon equipped. -New script boolean: "if_objMobPartyMain" to test if mobile is in main party (not henchman). -Fixed food scripts so that henchmen don't vomit if overeating (they never get hungry). -Choosing quit in the Journal menu now lets you quicksave, main menu, or quit program. -Increased damage and required level of Whirlwind and Mighty Blow abilities. EARLY ACCESS 4.7: -New items: spider saccule, blink saccule. -New baddie sprites and scripts: bear, spiders (multiple types). -Fixed bug where "objTarget" command would sometimes target corpses. -New option to change party AI to off, basic, or advanced (default is basic). -Alchemy ability can now brew poisons from spider sacs as well as swamp nettle. -Alchemy ability can now also poison sabers, rapiers, great swords, and battle axes. -Alchemy ability can now brew invisibility poitions and rejuvenation potions. -Door collision script for auto-open now reveals concealed/invisible mobs. -Fixed problem from last patch where Crocodiles couldn't move on land. -Added new map tiles for city and blighted maps (wall2Tile and lava). -Party must now be facing concealed baddies to reveal them. -Increased framerate a bit with sprite pixel snapping. EARLY ACCESS 4.6: -Fixed rare bug where command panel would be disabled while paused. -Fixed party selection bar sprite position when frame is larger than 64x64 (now always centered). -Fixed bug where characters would attack bloodstains after bomber boars explode (for realsies this time). -Added new script command: "objStopAttackers" to make all attackers stop targeting current object (Play Dead). -Added new status effect: Invisible (used for both Play Dead and Shadow Dance abilities). -Increased ability requirement and effects for Mighty Blow and Shadow Dance. -Setting "statusConcealed" to 2 now makes mobile totally invisible. -Added item objects and sprites: Potion of Invisibility, Beetle Shell. -Added wall objects and sprites: wallWoodB, wallNoble. -Added scripts for abilities: Play Dead, Shadow Dance. -Removed damage immune messages for effect objects (like explosions). -Improved potion sprites. EARLY ACCESS 4.5: -Added baddie sprites and scripts: shark, shambler, beetle, mycanoid, ratfolk, moonhead (not in Ch.1). -Added new script command: "objDestLast" to set object's destination to previously-selected object (swarm AI). -New parameter: "if_objNear=default" to check for objects with same name as current object (swarm AI). -Changed "if_objNearMob" to avoid looking for mobiles of same name (for that use "if_objNear=default"). -Updated Player's Manual (new monsters, combat) and Builder's Manual ("mapSand", "objDestLast", more). -Added script commands to change all map tiles: "mapBlockAll", "mapBlockVisAll", "mapBlockFlyAll". -Clamp trap script now makes sound, increased damage from 12 to 20, caltrops from 4 to 6. -AI now has a chance to attack hostile mobiles that it collides with. -Sand tiles now slow down movement (can also be used for mud, etc.). -Fire spreads faster, but now has max spread in scripts. -Fixed pausing screwing up object sprite animations. -Improved "mapRandom" generator a bit. EARLY ACCESS 4.4: -Fixed crocodile and wasp attack animations. -Fixed bug from previous patch with drawing party destination X's. -Divided the species "animal" into "mammal", "reptile", and "bird". -Finished baddie scripts: fangworm (sand only), mantrap (immobile), pyropede (not in Ch.1). -New property and script command: "objMobNoInv" to prevent animals, etc. from having inventories. -Added new commands: "mapSand", "mapSand3x3", "mapSand5x5", "mapSandAll" to make sand tiles. -Mobiles with "objMobAquatic" set to 2 are only able to travel on sand tiles. -Increased all ranged attack accuracy by +5% (to make bows more useful). -Included desert biome in "mapRandom" script command (unfinished). -Changed mobile animation speed based on movement speed. EARLY ACCESS 4.3: -Fixed bug with mobiles joining party as henchmen. -Fixed bug with AI switching weapons when out of ammo. -Fixed bug where message window size wouldn't highlight after toggling. -Fixed bug where first-selected henchmen's inventory and character screen wouldn't appear correctly. -Tweaked AI reaction to getting hit while mobile currently has target (25% chance to switch targets). -Added items: wool and silk, and Naturalism ability can now collect wool from sheep. -Naturalism ability now allows crafting of rags and string from hemp, wool, or silk. -World Editor now shows current tile selection during command input. -Attack delay now displayed next to damage in character info screen. -Poisoned status now deals 3 damage (not 1) every 4 seconds. -Improved performance a bit more with lots of party members. -Updated mapBonus1 script (for Patreon subscribers). -New sprite for rag item. EARLY ACCESS 4.2: -Greatly improved performance with multiple party members moving. -Fixed bug where contracts wouldn't work if you had a full party (now able to recruit 20 additional henchmen). -Added river and more road options to mapRandom command (no bridges yet). -Now forbidden to have more than 20 henchmen per map. EARLY ACCESS 4.1: -Added new function and script command: "mapRandom" to make a randomized map after a series of questions. -Decreased henchman contract range from 2 to 1, added faction respect requirements. -Finished scripts and stats for explosive boar, leaper, lupulu, and eberan. -Added lots of new jungle and swamp trees and foliage (not in Ch.1). -Added undead AI script to prevent mental status, etc. -Increased chance for slimes to divide in AI script. -Added more music tracks, decreased some music size. -Updated credits and Builder's Manual. EARLY ACCESS 4.0: -Fixed bug with ability requirements at trainers. -You now have access to all 10 of a character's abilities when he/she trains you (instead of just 5). -Game messages are now displayed at the top of the screen during dialogue and shop windows. -Fixed objectives to eliminate enemies in Ch.2 Demo, contracts now given as rewards. -Added character sprites and objects: Cultist, Valani (not in Ch.1). -Adjusted prices of water, boomdust, and petrol. -Added another two in-game texts (not in Ch.1). EARLY ACCESS 3.9: -Changed "Ranger" class to "Hunter" and added new class system to Chapter 2 character creation. -Added new variable and script command: "weatherAim" to set aim modifiers for ranged combat (-500 to 500). -Added new weapons: Sword of the Skies, Goldmason Hammer, Ancient Culian Bow, Venompiercer Bow (not in Ch.1). -Added town sprites and objects: printingPress, target, stockade, lightHanging, statue, fountain (not in Ch.1). -Added character sprites and objects: Mantios, Jora, Jonoros, Mikus, Thomoron (not in Ch.1). -Fixed bug where Tycho family wasn't dead on Scorched Farms, added dead kid, updated journal. -Decreased required Willpower for Deep Sleeper and Berserk abilities (from 4 to 3). -Updated Player's Manual and Builder's Manual, converted to PDFs. -Increased City Guard Vitality from 5 to 6. EARLY ACCESS 3.8: -Added new effect animations: shock, cold, leech (not in Ch.1). -Added new equip animation: axeBattle, axeFrost, swordFrost (not in Ch.1). -Finished equip attack anims: mace, scythe, axeBattle swordSaber, swordRapier, swordGreat, etc. -Updated Smithing ability to include crafting maces, rapiers, sabers, greatswords, and battle axes. -Added new special weapons: Everfrost Sword, Everfrost Axe, Stun Mace, Stun Spear, Bone Dagger (not in Ch.1). -Added lots of new town and nature objects and sprites, also bottles of honey. -Melee evasion now increases by 3% with each point of Cunning (up from 2%). -Daggers now deal Pierce damage instead of Melee damage. -Naturalism ability now also works at stoves. -Improved sprite for wagon with no wheel. -Fixed militia corpses on Whispering Way. -Added some troughs you can drink from. EARLY ACCESS 3.7: -Increased all ability Meta costs. -Finished Ch.2 initial dialogue with all three party members. -Added Dabi, Sebastius, and Feluco to Ch.2 if not already in party and not dead from Ch.1. -Decreased starting karma in Ch.2 Demo from 100 to 50 (player should gain about 20 karma/chapter on average). -No longer able to unlock ability from trainer if insufficient max meta, included meta costs on trainer list. -Added description image of default human species stats on character creation map. -Added full-screen scenery art when player discovers certain new maps. -Fixed bug with script command "pick" (picking specific object ID). -Window notification now appears whenever you lose a reputation. -Gave Ring of the Bear to Gug in Small Cave in Whispering Way. -Finished timeline in Player's Manual, updated ability costs. -Added 6 new character sprites and objects (not in Ch.1). EARLY ACCESS 3.6: -Fixed unconscious sprite frame (animation stops immediately). -Fixed bug when mobs wouldn't auto-talk to the party during combat. -Fixed bug where Favius didn't have a death script set (disables saving if killed prematurely). -Continued updating in-game texts and Player's Manual (added section on religion and more pics). -Attacking the bandits between Feluco and Favius conversations now fails main objective. -Added tons of new weapons (mace, staff, rapier, saber, scythe, and more, not in Ch.1). -Changed world editor key from ALT to F1 so you can use ALT+V to paste text. -Power Bash ability now has 50% chance of knocking target unconscious briefly. -Wood sticks now have a walking animtion while equipped. -Lowered steel sword damage, increased steel axe damage. -Grazing animal AI now runs from attackers. -Fixed rare crash when exiting editor mode. EARLY ACCESS 3.5: -Finally finalized bow walking animation! -Quicksaving in ESC menu now disabled during combat. -Sleeping in beds at night now heals an additional 20 health. -Improved Sebastius sprite to distinguish him as a main character. -Increased base stats of humans, krugen, trogs, and siliki (mostly max HE to increase battle length). -Tweaked skills of main faction mobiles (soldiers, bandits, guards, etc.). -Added multiple krug mobiles (krug exile, krug raider, krug berserker). -Updated in-game texts in Ch.1 and added some new ones (not in Ch.1). -Updated Player's Manual revised species stats and lore. -Removed one bandit from Lurkwood. EARLY ACCESS 3.4: -Added new bandit type: Bandit Hunter (higher accuracy, new sprites with quivers), updated story files. -ESC key now automatically chooses the options called "(Cancel)" or "(Continue)" in dialogue windows. -Fixed bug where idle animations for wasps, etc. wouldn't restart after dialog windows. -Fixed script bug where "Man" mobile objects would leave horns after dying. -Added more battle messages (for death if dying of poison). -Added more specific merc contracts (not in Ch.1). -Tweaked skills for militia and bandits a bit. -Fixed Murderer reputation from last patch. -Updated book texts and manuals a bit. EARLY ACCESS 3.3: -Fixed bug from last patch where every character's inventory object was drawn to the -1,-1 tile (freaked me out). -Added very rudimentary walking animations while a bow is equipped (will be improved in next patch). -Added new resources (still unused): more human voice sounds. -Added reputation for killing innocent civilians: Murderer. -Added and improved dialogue for Chapter 2 demo. EARLY ACCESS 3.2: -Fixed large objects blocking visibility (for real this time). -Fixed selection hotkeys (1-5 and Z) to update selection rings on map. -Fixed bug where effects that have parent objects did not draw to screen. -Added new boolean script command: "if_partySize" (for recruiting henchmen). -Added basic henchmen contract item to summon troops (not in Ch.1). -Updated Ch.2 demo map with more aesthetics. -Smoke effect objects now block AI vision. EARLY ACCESS 3.1: -Increased framerate slightly. -Made objects that block visibility work with large collision size. -Added new script command: "objPosChange" to change position relative to current position (for climbing). -Added new "default" parameter to "if_objPosX" (and Y) commands to test position against default object (climbing). -Added ropes, hooks, and Climbing ability (not in Ch.1). -Added wisp mobiles and sprites (not in Ch.1). -Updated Ch.2 demo map for better combat. -Updated Builder's Manual. EARLY ACCESS 3.0: -Finished a single-map demo of Ch.2 with saving disabled (must beat Ch.1 to unlock). -Added new script command: "stopCombat" to reset everyone's targets and stop. -Improved some dialogue. EARLY ACCESS 2.9: -Added skill descriptions to character creation and updated Ch.2 party import and character creation. -Finally fixed party members switching to unarmed while having a non-weapon equipped and no other weapon available. -Limited "inputText" command (including player name) to 20 characters; world editor commands capped at 100. -Fixed problem with initial weather in Tutorial and Lockdell Market (now clouds in Lockdell initially). -Erased recruit party member objectives after travelling by caravan in Ch.1. -Changed Interact hotkey to E and Select All/None to Z. -Added skill training if making new character in Ch.2. -Decreased weight of caltrops from 5 to 3. EARLY ACCESS 2.8: -Finished 24 kinds of magic jewelry (only 2 are in Ch.1). -Damage resistance now range from -500 to 500, so magic jewelry get/drop scripts don't get bugged out. -Fixed bug where choosing gender wouldn't affect stats in character creation. -Sound settings no longer reset when returning to main menu. -Increased edit window character length to 100. -Updated a lot of object descriptions. EARLY ACCESS 2.7: -Rearranged dialogue scripts so mobiles have different USE scripts depending on Chapter (instead of in same script). -Rearranged jewelry and gemcrack items and scripts and put them all under the "magic" sub-folders instead of "items". -Health now gets restored to 40 when sleeping in a bed instead of 20 (now grants Focused status with 6 Willpower. -Focused status effect no longer slows down the mobile, to make it more useful. -Gorbo now sells Croc Tooth Necklace in dialogue, not shopping system. -Fixed scripts for well and bottles of water or dirty water. -Decreased mouse selection size for jive-ass turkeys. -Removed "Child Killer" reputation (no use). EARLY ACCESS 2.6: -Fixed script bug with cooking food with the Naturalism ability. -Mobiles now switch to an empty inventory slot if attacking with a non-weapon item and mobile has no weapons. -Campfires now have a different sprite while outside in the rain. -Changed doors' faction at Proud Bridge Inn to Nobles. -Fixed book hiding under table at Lying Flute Tavern. EARLY ACCESS 2.5: -Fixed rare code problem where party members or inventory would disappear when changing maps (I think). -Fixed script problem with Smithing ability (caused by requiring a hammer in a previous patch). -Obtainable items are now shown in dialogue window pics for abilities like crafting and foraging. -If "objGive" script command stacks with another object in inventory, that object ID gets selected. -Added option to pour out bottles of poison to reuse the bottle (instead of drinking it). -Fixed bug with walking into locked doors (collision scripts). EARLY ACCESS 2.4: -Simplified door collision script (now it just calls the use script). -Added new script boolean: "if_objBlock" to test whether object blocks movement. -Improved AI when colliding with a door in code, so mobiles now move straight through without turning. -Added new dialog window alerts in scripts for getting diseased and foraging for food/herbs with Naturalism. -Added object: dirty well, so you can risk drinking dirty water or distill with Naturalism ability (not in Ch.1). -Replaced "Examine Environment" option in Naturalism ability with "Collect Rainwater" option (more useful). -Replaced hud\bonus.wav sound effect and increased sound of hud\fail.wav sound effect by 50%. EARLY ACCESS 2.3: -Unarmed attacks now have 20% chance to damage attacker by 1 (but not lethal). -Party members no longer auto-switch weapons when unequipped (only non-party members). -Fixed bug where colliding with cell door in Bandit cave had the wrong open sprite. -Fixed bug where you could get Favius's Paper without killing Ralo. -Caravan objective gets erased when you take the caravan now. -Added new item: Mech Fishing Rod (one extra range). -Mechanics ability can now craft Mech Fishing Rods. EARLY ACCESS 2.2: -Fixed fur pelt quest with Nordus. -Fixed bug when bluffing Crimson for Hideout Key. -Fixed cauldron sprite in object script (not "couldron"). -Better party member selection while dragging with the mouse. -Added use scripts for the hut objects to search them (not in Ch.1). -"ObjGive" script command now picks the new object created. -Improved dirt edge tiles. EARLY ACCESS 2.1: -Fixed initial selection circles when party moves to a new map. -Fixed very rare bug where party members would occasionally not change maps with the player (maybe). -Using Naturalism at fires and couldrons no longer works in certain weather if outdoors. -Changed Jadenbury Bridge Guard name to Milphio, added final end chapter prompt. -Naturalism ability now allows crafting with hemp, foraging for hemp. -Potions of Curing now cure disease as well as poison, higher value. -Increased bonus damage with the Backstab ability. -Window now displayed when no room in inventory. -New items and sprites: hemp, rope (not in Ch.1). -New objects and sprites: hut, hut2, shrubHemp, hook, hookRope, treeSavannah, lattice, vine (not in Ch.1). EARLY ACCESS 2.0: -Streetwise ability now lets you find fences to sell batches of items. -Added two more bluffing opportunities. -Added Savannah Tiles (not in Ch.1). -Fixed Slimedew mushroom effects. -Updated some item descriptions. EARLY ACCESS 1.9: -Added resistance percent to damage messages if not 0%. -Added more character sprites and scripts (not in Ch.1). -Added more new city tiles (not in Ch.1). -Hid Tycho's journal a little better. -Fixed some typos. EARLY ACCESS 1.8: -Finished unconscious status condition (cancelled after being attacked, but 1 second stun period). -When overeating, vomiting now only happens randomly, the chance depending on food type. -Added new objects (not in Ch.1): bench, streetlight, birdbath, banners, clockTree, clockTree2, cityGate. -Added new city tiles (not in Ch.1): wallTile tiles, battlements tiles. EARLY ACCESS 1.7: -Player can no longer complete Ch.1 if main objective failed. -Tweaked damage resistance to floor the float to integer instead of rounding it. -Characters no longer reset position when changing status (hungry, poison, etc.). -Added a new quest from Ordius to kill krugen chief Gug in Whispering Way. -Added two new maps to Ch.1: Whispering Way and Small Cave. -Added new objects: Outhouse and Cracked Boulders. -Map now redrawn when resized. -Updated some dialogue\texts. EARLY ACCESS 1.6: -Added inventory management buttons (swap item left/right). -Prevented player from choosing a name of a character from the story. -Fixed some problem with drawing X destinations while main player wasn't selected. -Improved Jadenbury Bridge aesthetics a little. -Finished character creation in Ch.2. EARLY ACCESS 1.5: -Increased max Health and Meta for all intelligent mobiles and most animals and monsters (battles last longer). -Added another 2 appearance options for each gender (10 total), player can now preview before selecting. -Added new party dialogue for Dabi and Sebastius when the other one dies. -Added monsters: zombies and eberan (boar-like humanoids). -Ordius now sells leather armor, new player sprite. -Fixed active effects of Intimidate ability. -Updated species info in Player's Manual. EARLY ACCESS 1.4: -Completely changed soundtrack (Kevin MacLeod is overused in indie games). -Improved performance a bit by fixing selection circles and destination X's. -Improved performance a bit by making object checks every 4 seconds instead of 3. -Fixed bug where loading the game after failing main objective doesn't reset failure. -Overeating no longer makes you vomit in tutorial, berries only cure 10 hunger (not 5). -Added new script booleans: "if_objMobFlying" and "if_objMobAquatic". -Added new script command: "gameoverScr" (call script on gameover). -Added new script command: "destroyAll". -Dying in tutorial now skips tutorial. -Fixed flying mobiles hitting traps. -Fixed bed description. -Updated music credits. EARLY ACCESS 1.3: -Updated maps by blocking pointless deadends between buildings (prevents faulty pathfinding). -Party members will now make immediate turns while moving if direct path is clear (including through doors). -Updated world Atlas with map of Calim'Shai (done with world maps for now). -Improved some dialogue. EARLY ACCESS 1.2: -Fixed problem where mobiles would spaz out with rotation in a corner. -Fixed bug where you couldn't pick up items on the same tile as a broken door. -Fixed problem from previous patch that stopped water tiles from being animated. -Increased well and guillotine collision size so you can't drop items behind it. -Can now bluff Brink to return home to Lockdell Market (extra skill point). -Opening world editor now resets all object positions to tile center. -Smithing ability now requires a hammer. -Added descriptions for main characters. -Milk now also cures some hunger. -Updated maps a bit. EARLY ACCESS 1.1: -Fixed bug with Nordus's dog quest where points would reset to 3 (changed "points" command to "pointsUp"). -Fixed problem where some sticks were called "Wood Sticks" (preventing Woodcraft). -Fixed selling fish to merchant in Lockdell (period in script instead of comma). -Default lighting for new maps is now 200 for all RGB colors (not pitch black). -Fixed bug where top half of description button in shop mode wouldn't work. -Fixed script bug while bluffing Brayna after the slimedew delivery quest. -Starting new character in Chapter 2 now asks which faction you work for. -New option to cook x5 meat or x5 fish with the Naturalism ability. -Fixed window messages when cooking with the Naturalism ability. -Can still train with Brink now, even after Seastar quest. -Some characters won't talk to you at night now. -Updated the Player's and Builder's Manual. -Improved some dialogue. EARLY ACCESS 1.0: -Finished Ch.1. -Now two separate EXEs, one for the world editor. -Party can now be exported to other stories (or "chapters"). -Added option to save party backup in Chapter 2 Limbo map. -Removed "(Attack)" indicator at end of player dialogue lines to make it harder. -Added merchant characters to buy stacks of a certain item (depending on map), and sell goods. -Fixed major problem where party members would attack after initiating dialogue with player. -Fixed major problem with party destinations if commanding them individually. -Added new script boolean to check for party level: "if_partyLvl". -Fixed bug with "if_objHave" command's optional count parameter. -Sped up framerate with large parties a little. -Increased bird movement speed from 2 to 3. -Added one more outer zoom level (30%). -Updated Player's and Builder's Manual. -Improved some dialogue. DEMO 47: -Mostly finished Ch.1 (not in demo). -If non-weapon item is equipped, character will automatically switch to best weapon. -Fixed recent bug where usable items like bombs and traps wouldn't get deleted after use. -Added new script command "msgErase" to erase all messages. -Improved some dialogue. DEMO 46: -Arrows now weigh 0 stones instead of 1. -Added script commands: "mapTile3x3", "mapBlock3x3", etc. (not in demo). -Map scripts now make some characters turn to face away from the wall. -Fixed ability targeting so Smash Object targets containers instead of shit in the container. -Gave abilities to Brayna for training: Douse Arrow, Economics. -Fixed render depth with flying baddies and weather. -Updated Player's Manual and World Atlas docs. -Improved some tiles and sprites. DEMO 45: -Fixed script for destroying doors (doorDie.wsl). -Added items: mech bow, blade cane, smoking pipe. -Added mirror image of Wood Doors for double doors. -Added objects: hanging sign and clothes line. -Added objects: reinforced door, metal door, cell door (not in demo). -Fixed travel bug that checked combat from fleeing enemies (like rats). -"ObjDamage" script command now allows no damage type (no resistance allowed). -Fishing now damages rod if fail, drains fishing spot if success. -Finished Mechanics ability: blade cane and mech bow. -Use/examine commands no longer let you target self. -Examine command now sets destination if no target. -Added new world maps and separate map document. -Increased weapon weight, decreased bomb weight. DEMO 44: -Fixed crafting bows with the Woodcraft ability. -Finished Woodcraft ability: added wood cane, smoking pipe, and fishing rod. -Added new script boolean, "if_numObj", to test number of objects on current map. -Getting caught damaging property (crates, doors) now only decreases respect by 5% with each hit. -Sticks now have 0 HE so they can stack in inventory (10% chance of breaking when used as weapon). -Poisoning weapons with higher Education skill now gives more poison charges. -Fixed weapon hit scripts so that default object is now the weapon object. -Fixed bug when destroying barrels (original sprite wouldn't disappear). -Player can no longer start a conversation during combat. -Added items: smoking pipe, fishing rod, gear (mechanical). DEMO 43: -Fixed AI using bombs (and other usable items that target others in scripts). -Made mouse selection more accurate and fixed "objSelSizeX" and "objSelSizeY" commands. -Removed requirement for gathering party when travelling to a new map (now only checks for combat). -Fixed problem where setting targets or destinations in editor mode would cancel when exiting editor. -Fixed bug where failing the main story and reloading your game still had saving disabled. -Fixed choppy slowdowns in map script of Tutorial Dream (don't call time every map tick). -Decreased selection size of horses, sheep, goats, llamas, etc. -Added item types and some item info to Player's Manual. -Greatly increased durability of hammers. -Fixed a couple typos. DEMO 42: -Improved initial logo screen. -Added "locked.ini" file that locks listed story names. -Added new script commands: "lockStory" and "unlockStory" to change ini file. -If non-party character is attacked and current target is far away, auto-change targets (not just 25% chance). -Fixed bad bug from last patch regarding party selection and commands. -Fixed script command "pickLast" to save last object correctly. -Fixed script command "objGive" screwing up object targets. -Improved low-education dialogue auto-changes. -Added a couple of overworld map items. DEMO 41: -Easier to select party members behind other objects. -Interact and examine commands now only command first-selected party member. -Player can now milk cows, goats, and sheep by using them with an empty bottle. -Changed party destination positions to be based on current party member positions. -Fixed bug when player returns to main menu immediately after main character dies before gameover. -"ObjHeal" and "objRecharge" script commands now allow negative values. -Increased axe damage (now double sword damage but half speed). -Added another three overworld maps to the Player's Manual. DEMO 40: -New text input window for world editor, etc. -Rearranged the Bandit Camp map, gave Murag a bigger tent. -"Make" command in the scripts now has an optional amount parameter. -Added maps of the Former Viridi Republic and Jadenbury to the Player's Manual. -Input windows now display text at the bottom ("How many do you want to drop?", etc). -Removed windmill from Lockdell Farms map (improved and saving for later). -Fixed color differences with water-grass shore map tiles. -Made HUD slightly transparent, rearranged main menu. -Fixed music in map script for Chirping Meadows. -Added a bed to the Bandit Camp. DEMO 39: -Fixed problem with Feluco's dialogue with joining party. -Fixed music settings in credits and returning to main menu. -Fixed ability scripts where some abilities permanently changed character stats when target gets killed. -Fixed object targeting to prioritize mobile objects over obtainable items. -Added new script boolean: "if_demo" to check if demo version is running. -CTRL key now automatically repeats last command in world editor. DEMO 38: -When a main party member dies, a window now notifies the player. -Fixed bug where mobiles wouldn't immediately retaliate after being attacked. -Bow shots now display chance to hit when you hit (before it was only when you missed). -Added random patrol locations to the Bearded Bandits in the Bandit Camp map script. -Nordus now has a 2nd quest to collect 10 fur pelts. -Improved some dialogue. DEMO 37: -Improved bow accuracy. -Improved party dialogue. -Improved militia soldier patrol AI. -Game now prompts you if you want to overwrite a save with the same name. -Fixed problem in Lockdell Docks where one seastar is inaccessible (behind southern building). -Fixed bug where bird animations would be fucked up when they reappear in the morning. -"If_objNear" script commands now return 0 if failed to pick an object. -Fixed music tracks in Tuskwood Heights and Bandit Camp scripts. -Made 3 doorways in Lockdell Market double-wide. DEMO 36: -Fixed problems with shopping window. -Fixed Backstab ability direction check. -Fixed Aimed Shot ability (now 100% chance to hit). -Improved Smithing ability, allowed repairing weapons. -Fixed bug where dead enemies spawned items at wrong location. -Fixed bug where "objHEMaxUp" command wouldn't work with obtainable items. -Fixed bug in which party members without a non-weapon equipped screws up attack. -Fixed script bug from recent update which forbade anyone from reading texts (Education too low). -Fixed bug where butterfly animations would get fucked up after reappearing at sunrise. -Added new script boolean: "if_objItmType" to test for type of obtainable item. -Using beds to rest now requires party to be gathered together. -Forgot to change "Lurkwood" to "Tuskwood" in some scripts. -Added labels for demo and world editor on main menu. -Decreased the darkness levels at night. -Smoother weather transitions. -Improved some more dialogue. DEMO 35: -Fire and other effect objects are no longer affected by map shading. -Larger animals now have a small chance of dropping bones (also sinew). -Status effects that increase over time (like disease and hunger) now only do so to party members. -Raised crocodiles' max health from 20 to 40 and made them 50% resistant to melee damage. -Balanced a few abilities. DEMO 34: -Disabled AI item use if character is in party. -Decreased bandit ear requirement from 10 to 5 to pass first quest. -Fixed problem with walking on caltrops, causing victim to target random glimmer objects. -Fixed problem where ESC while in Targeting Mode would enter Editor Mode. -Fixed transition arrow from Tuskwood to Chirping Meadows. -Fixed unarmed attacks with non-weapon item equipped. -Fixed dead frame for dogs, rabbits, and rats. -Expanded longest object name label PNG. -Improved Nordus's dialogue. DEMO 33: -Status effects with move speed penalties no longer stack, stopped walk animation if completely immobile. -Stealth now works for non-party members (invisible unless spotting or within 5 paces). -Stealing items while concealed and out of sight now works without repercussions. -Fixed characters attacking you for attacking neutral animals. -Fixed stealth mechanics directions. -Improved ocean wave splash sounds. -Implemented credits sequence. DEMO 32: -Shopping window no longer exits after each attempted transaction. -Increased required skill level for all master abilities from 7 to 8. -Added abilities: Disarming, Mighty Blow, Crippling Strike (not in demo). -Improved abilities: Power Bash, Power Slash, Power Cleave, Smash Object, Alchemy. -Fixed problem with last update where merchants didn't carry the right inventory. -Added piles of loose dirt that can be removed with a shovel. -Added nitrate and magnesium ore veins (not in demo). -Finished Alchemy recipes: flashdust and boomdust. -Finished Smithing jewelry. -Set max length of player name to 20 characters. -Fixed problem with "objDestroy" script command. -Wood sticks are now more visible. -Pigs now have a dead frame. DEMO 31: -Added Insane status effect and tweaked Hungry status effect. -Changed HUD for inventory and character windows to fit in more status effects. -Combined Pyromancy and Hydromancy abilities into Thermomancy (not included in demo). -Using Defensive Stance, Prowling, Scouring, and Play Dead abilities a second time now cancels it. -Calling the globals script with "callScript" command now resets globals first. -Added wave object effects in Lockdell Docks and Cove for aesthetics. -Fixed targeting problem when party members auto-talk to you. -Confused status effect now turns characters yellow. -Gorbo now gives you starting items, based on class. -Completely changed all ability icons. -Updated Player's Manual. -Improved some dialogue. DEMO 30: -Fixed problem with opening dialogue windows in editor mode. -Added an iron fence blocking Tuskwood Heights until bandit ear quest is done. -Hunger damage has been slowed down, and max Hunger has been increased from 200 to 300. -Added dialogue window if all factions are hostile, explaining the story has been failed. -Added new script commands: "objHEMaxUp" and "objMEMaxUp" to increase/decrease max health and meta. -Added new script boolean: "if_failed" to test if story has been failed. -Added new item: Crock Tooth Necklace and gave it to Gorbo. DEMO 29: -Mobile AI (not in party) can now use food, potions, and bombs. -Mobile AI (not in party) now switches to weapon with most damage when unarmed or out of ammo. -Added new script boolean: "if_objNearTarget" to test distance between current mobile and its target. -Added potions: healing, recharge, curing, speed, berserk, and rejuvination. -Changed "couldron" to "cauldron" because I studied some English last weekend. -If character has less than 2 EDU, grammar in player choices now fucked up. -Naturalism ability now works, but requires a campfire or cauldron target. -Spotting status now works for AI characters (but not yet implemented). -Fixed status effect bonuses and penalties to stats. -Improved initial Ralo dialogue. DEMO 28: -Concealment status effect now works, depending on distance and mobile direction. -Added new player class: Thief, who has Prowling, Backstab, and Mechanics abilities. -Finished abilities: Prowling, Backstab. -Started working on ability: Mechanics (crafting lockpicks and caltrops). -Drinking wells are now usable and let you recharge or fill empty bottles. -Changed one of the buildings in Lockdell to Barracks so player can sleep. -AI mobiles now automatically rotate randomly 90 degrees in the code. -Resting in beds now increases hunger by 5 for everyone in party. -Fixed holding shift while selecting party members on the map. -Added a couple of bags of caltrops to the world. DEMO 27: -Added a Chapter 1 screen image. -"If_objNear" booleans now pick a random appropriate object instead of lowest object ID. -Added new script boolean: "if_mapNoNight" to test if day/night cycle on map is disabled. -Added new script command: "pause" (used after "screen" command for chapter titles). -Party members must now have at least 1 EDU to read signs, 2 EDU to read books. -Fixed collision script when moving diagonally (into transition arrows mostly). -Fixed problem with weather change when leaving Bandit Camp. -Fixed problems with victory music and gameover music. -Moving to a new map now resets command to Move. -More varied grass tiles on all maps. -Updated Commander Ralo's sprite. -Fixed interact hot key (U). DEMO 26: -Slightly improved pathfinding. -Murag in Bandit Camp now gives one quest. -Improved mouse detection more, prioritizing mobiles over items. -Smithing ability now lets you forge wealth from silver and gold ore. -Added list of documents in main menu and included updates in game menu. -Added a skill pentagram sprite to character creation. -Added graves to Chirping Meadows. -Added Quiver of Arrows item (x10 arrows). -Updated transition script to forbid travelling while under attack. -Updated character creation and Player's Manual text a bit, converted to PDF. -Temporary effect objects like fire now get deleted when world editor opens. -Added more sprites and objects to the media folder (still unused, but ready). DEMO 25: -Fixed problem with target retaliation from the last patch. -Greatly improved mouse selection detection for objects with larger sprite images. -New custom object selection size property (pointer selection much more accurate). -Butterflies and birds now disappear at night in AI scripts. -Brayna at the Lockdell Docks now gives two side quests. -New stairs map tiles between coastal and town maps. -Total Party Level now displayed in Journal window. -Expanded the size of the Lockdell Town Hall. -Added usable clocks and pocket watches. -Finished the Streetwise ability. -Use scripts for barrels, workbenches, etc. now automatically examine the object. -Added windmill, guillotine, and well objects to the maps. -Gaining wealth, karma, objectives, and changes in faction hostility now indicated in a window. -Fixed some problems with booleans picking a new current object and saving last object. -Fixed bug where failing a main objective would repeat the window over and over. -Fast tooltip delay now constantly shows tooltips. -Tweaked path-finding (still sucks). -"PickName" script command no longer picks dead/destroyed objects. -Added new script boolean: "if_objSprite". -Added new script command: "objMobTargetDefault". -Added new script command: "objSelSizeX" and "objSelSizeY". -Added new script command: "partyPos" to position entire party around given coordinates. -Added new script command: "victoryMusic" to play victory music once then revert to previous music. -Added new script command: "refresh" to call after opening chests, etc. for faster processing. -Added new script command: "objExamine" to examine current object. -Added more sprites and objects to the media folder (still unused, but ready). DEMO 24: -Fixed shopping discounts, implemented Economics ability. -Main 5 party members are automatically selected after moving to a new map. -Newly-spawned mobiles now start with max Health and Meta, healed all mobs in story. -Changed player sex to a reputation, not a variable (to be exported with party to other stories). -Added new script command: "pickParty" to pick a party member (1 to 5), beds now heal whole party. -Fixed bug from last patch where you can use/get objects from 2 paces away (now it's only talking). -Changed Lurkwood name to Tuskwood (Lurkwood is a place in the Forgotten Realms setting). -Changed Blacksmith ability to "Smithing" (all kinds of metals and ore). -Finished the Mining ability and added a few ore veins to the world. -Outlined mouse cursor in yellow to make it more visible. -Added more abilities at trainers and training dialogue. -Combined Alchemist and Scholar into one class. -Character creation now displays class skills. -Favius will now only talk to the main player. -Updated Player's Manual and Builder's Manual. DEMO 23: -New HUD window graphics with dividing lines. -Combined Use and Talk command and added a Stop command. -Added random animal sounds for cows, pigs, goats, chickens, and birds. -Added a little more dialogue and story after negotiating a treaty (still only 10 maps). -"LoadStory" script command now has optional parameter to also transfer current party. -Crafting arrows with Woodcraft ability now requires feathers (from dead birds). -Implemented "Examine Environment" option for the Naturalism ability. -Militia Elite now block player from leaving before speaking to Ralo. -Story and save lists are now sorted alphabetically. DEMO 22: -Added "if_reputation" script command. -Added class descriptions in character creation, as well as starting items from Gorbo. -Fixed problem with status effect indeces above 20 (now 50 status effects max). -Fixed bug where selection box would appear after dialogue window closes. -Fixed bug where red targeting indicators persisted after hitting ESC. -Fixed the cook meat aspect of the Naturalism ability. -Fixed minor problems with a lot of abilities. -Tweaked pathfinding a bit (still shitty). -Updated maps a bit and added more books. DEMO 21: -Added command: "storyFail", to fail main objective and disable saving. -Killing either Salvio the Scorcher or Favius the Shirtless in Ch. 1 will fail the story. -The Naturalism ability now lets you cook food, bandage wounds, and examine local flora and fauna. -Replaced the Survivalist ability (Willpower) with Mind Over Matter. -Fixed problem with death animations after unpausing. -Improved some dialogue. DEMO 20: -Started keeping update notes. -Added hotkeys. -Added ability descriptions to training window. -Added ability skill requirements (and script commands). -Shortened some ability descriptions that were too long. -Fixed sprite position reset when status effect changes. -Fixed collision for town\tableLong2 object. -Snakes and rats no longer block movement.