sfall 3.8.30
·
442 commits
to 3.8-maintenance
since this release
Changelog:
- Fixed the original engine issues with being unable to register animations in certain situations in the game
- Fixed a crash bug introduced in 3.8.29 with the fix for the 'Leave' event procedure in
AddRegionProc
function - Fixed a bug in ObjCanSeeObj_ShootThru_Fix that could cause a hang in some cases
- Fixed the check of the ammo cost for a shot in CheckWeaponAmmoCost
- Fixed
set_critter_burst_disable
script function, which now applies only to weapons with the burst attack as the secondary mode - Fixed the error handling in
create_object_sid
script function to prevent a crash when the proto is missing - Fixed
METARULE_CURRENT_TOWN
metarule function not returning the correct index of the current town at the start of a new game - Fixed the auto-close containers mod for gravesites and not closing containers in some cases (in the modders pack)
- Fixed and improved the functionality of AllowLargeTiles. Now it requires a
gridmask.frm
file (included in the modders pack) in the `art\tiles`` directory - Restored the functionality of
obj_under_cursor
script function for the movement cursor (changed in 3.8.29) - Improved the hero appearance mod to be able to load the interface text from
text\<language>\game\AppIface.msg
- Improved the functionality of TranslationsINI to also search for the ini file relative to the
text\<language>\
directory - Improved the fix for a duplicate
obj_dude
script being created when loading a saved game - Rewrote the priority score calculation in AIBestWeaponFix, and changed the option to be enabled by default
- Changed FastShotFix to be disabled by default
- Changed the filename of NPC armor appearance mod to
gl_npcarmor_lite.int
(in the modders pack) - Removed DataLoadOrderPatch from
ddraw.ini
because there is little reason to turn it off - Added a fix for the script attached to an object not being initialized properly upon object creation
- Added a fix to prevent the player name from being displayed at the bottom of the dialog review window when the text is longer than one screen
- Added a fix for the in-game quest list not being in the same order as in
quests.txt
- Added a fix for multihex critters hitting themselves when they miss an attack with ranged weapons
- Added a fix for the placement of multihex critters in the player's party when entering a map or elevation
- Added a fix to the starting position of the player's marker on the world map when starting a new game
- Added a fix for AI not checking the safety of weapons based on the selected attack mode
- Added a fix for the incorrect check and AP cost when AI reloads a weapon
- Added a fix to AI behavior to prevent the use of healing drugs when not necessary
- Added a fix for the incorrect object type search when loading a game saved in combat mode
- Added a few fixes for issues with knocked out/down critters. Now the combat doesn't automatically end if the target is only knocked out
- Added a tweak to prevent NPC aggression when non-hostile NPCs accidentally hit the player or members of the player's team
- Added a tweak to play the 'magic hands' animation when using an item on an object. This also prevents a few issues with scripted animations not playing
- Added a tweak to remove the unspent skill points limit
- Added an option to disable the engine's special handling of city areas 45 and 46 when visiting Area 45
- Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
- Added an option to allow using the caret character
^
in dialog msg files to specify alternative text in dialogue based on the player's gender - Added a new value to AIDrugUsePerfFix to allow NPCs to use only the drugs listed in
chem_primary_desire
and healing drugs - Added support for loading premade character GCD/BIO files from the
premade\<language>\
directory for non-English languages - Added support for loading fonts from the
fonts\<language>\
directory for non-English languages - Added a debug option to control messages relating to engine fixes in the debug log
- Added a debug message about a missing combat object
- Added a new argument to
HOOK_CALCAPCOST
hook script - New script function:
set_quest_failure_value