IB Beta Change History (from v93 upwards)

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IB Beta Change History (from v93 upwards)

Postby youngneil1 » Tue May 22, 2018 8:29 am

With the frequency of betas it is very easy to lose track of changes that have happened. Therefore, I think it will be helpful to have a change history in this central place:

- fixed bug concerning inheritance of traits from default char
- fixed crash bug related to small random idle moves on adventure map
- added property for minimum number of characters in party before being allowed to leave the party creation screen (also for roster), see module properties
- added more means to scroll the log than the mouse wheel (keys R/F, also on adventure map: either W/S or up/down arrow, see below); scrolling activates the log again automatically, blending it in
- pressing "H" shows all hotkeys now: on buttons (As beforehand), but also also all other hotkeys directly onscreen, shows different keys during Encounter
- pressing "T" activates the first light source in party inventory, if any; pressing T again turns it off again (think T as Torch toggle)
- change party leader on the fly with qith Q/E keys, also either A/D or left/right arrow (you can even hold the key down for a nice ongoing rotation effect)
- pc with zero or less hp cannot become party leader anymore and are skipped automatically
- added new toggle bewteen arrow keys and wasd for movement on adventure map (has also implimcations for log scrolling and party leader changing hotkeys, see above)
- the same toggle will incombat determine whether the camera is moved by arrow keys or by wasd
- if incombat camera remains on arrow keys, then diagonal moves will also work via q/e/y/c, more or less mirroring the numpad (which always works for moving)
- "Space" key triggers an active search on adventrue map (more below)
- "Space" key incombat is now for skipping a turn
- more hotkey changes (press "H" ingame to see all)
- best use the the ui layout files from data folder of default module and redo any adjustments you may have made
- the new active search ("space") can be configured to have an sp cost (customizable amount), you also can define whether only the current party leader has to pay such cost (all under module properties)
- active search also takes 10 steps of time on current map (clock moves forward acordingly, including moving NPC)
- triggers have a new property in toolset to set them to only work if an active search has been performed on top of them
- furthermore, the events 2 and 3 of a trigger can be connected to the results of af gcscript run on event 1: this way you can eg run a gcPassSkillCheck script on Event 1 and in case of succeess only event 2 fires, while in case of failure only event 3 fires; a basic logic building block (shortcutting a bit of scripting if wanted); when checked, event 2 is always the gcTrue event and Event 2 is always the gcFalse Event (in both cases referring to the outcome of a gc script on event 1)
- added a "silent" variant of gcPassSkillCheck (gcPAssSkillCheckSilent) that does not report anything to log or float, so you can do hidden skill checks
- gcPassSkillCheck (and its silent variant) have been increased in functionality a bit: you can now check for pc via direct number in party, for leader, for highest in party, for lowest in party, for party average or even make evrybody in party do a separate roll (and in this case define whether allMustSucced or - atleast . oneMustSucceed); you can also leave the method of checking blank - in this case the method of checking is read directly from the trait (see below for new trait properties)
- this does not only take into account the skill bonus coming from a trait, but also the attribute modifier and item modifiers, all together called: power (still to do: races, effects from spells, must double check)
- traits got new properties: method of checking (see above, determines which characters are used for the roll) and also whether the trait icon, the trait power and its default method of checking (abbreviated) shall be shown on adventure map (they appear in top row, left of top character portrait)
- the traits shown on adventure map (and their power, default method of checking) are adjusted on the fly when you eg change the party leader, equip different items, etc.; traits with power zero or less are greyed out, you can even configure such low power traits to be not shown at all
- the new systems combined, you can eg hide secrets on the adventure map that can only be found if the right character/party with high enough power in a certain trait performs an active search on the correct square
- the rim lights (highlighted lines separating squares with height difference) can be turned off now under module properties, so only shadows indicate height difference
- finally, I added a new optional system under module properties that covers squares more than 2 squres below and more than 2 squares above current party height with generic graphics for too high to see and too deep to see (must double check whether I thought of including the little improvised graphics I made for this); in the end I want the party to be able to dive and climb steep walls/mountain flanks in side view (see Red Carnival) -> such huge height differences from birds view when apporaching the drop/incline will not work very well with the current shadow system alone, therefore this new System,will give it more testing...

- a few bug fixes for last release, mostly concerinng the optional blending out of tiles more than 2 height levels higher or lower than current party position

- added correct drawing of shadows for squares with more than 2 height difference to neighbouring squares (well, they dont extend the shadow further but at least the long shadow for 2 height levels difference is drawn now), works in toolset and engine; also made the rim light toggle work directly in toolset, too

At this stage the dynamic hiding of too high or too deep squares begins to look nice from my tainted point of view (I use abstracted grey coloured squares which overlap, think plating of a star ship, where a very tight and narrow pattern symbolizes tiles deep down, while huge plates symbolize very high tiles). It can be a device for building maps with large height level differences in a more convincing and interesting way.

- possible hotfix for Encounters not triggering properly from convos and events

- respawns, masters, factions, prop existence conditions, illumination checking, time related scripts, bug fixes, lots more... (I will sum it up proper later with more time, just glad to have it out in the world)
- New scripts:





- possibly fixiing bug mentioned by Zahc that unveils hidden/inactive props

- fixed animations for larger than normal creatures (when not using the smooth movement system in combat)

- added back missing scripts (thanks to Dorateen for pointing that one out)
- heavy work on ogGetWorldTime script: it will allow to display countdowns and world time (or future points in time) in conversations and journal now (must test it yet though ;) )

Works like this (from script description):

//ogGetWorldTime.cs - this stores time in minutes into a global int

//parm1 (int) key of global int to store time info into; raw number in minutes; the engine automatically extends the key entered here
//by either DateInformation or AutomaticCountDown,
//depending on p2 setting (eg you enter DeadLineMike and it becomes DeadLineMikeAutomaticCountDown, if p2 is set so)

//parm2 (string) type of time stored:
//DateInformation (current world time in minutes + parm3 as aditional time in hours, it all is converted to minutes) or
//AutomaticCountDown (only parm3 as time of the countdown in hours, converted to minutes for storage and manipulation)
//all keys, fully spelled out like DeadLineMikeAutomaticCountDown, can be used via <> in convos and in journal,
//like typing in a convo <DeadLineMikeAutomaticCountDown> to display the remaining time to the player
//they are automatically converted into a well readable time format
//furthermore, you can manipulate them like any global int via scripts, decreasing or extending a countdown manually or shifting a point in time
//AutomaticCountDown types are automatically decreased by the engine as ingame time passes

//parm3 (int) either the length of the countDown in hours (AutomaticCountDown) or an amount of time in hours added on top of current world time (DateInformation type)
//usse 0 in combination with DateInformation type to simply ge the curent world time

- fixed a few bugs with ogGetWorldTime

added a few new tile properties:

-isSecretPassage: Likely the most useful one, it basically allows the party to to ignore height difference and right step through a higher tile square, ie through a wall. No need to use bridges for this anymore. Great for secret doors as the wall will look just like a normal wall. Can also be used for visible doors, too, of course. Please note that this warps the party right on the square behind the secret passge. So, please make sure that the tile behind is still on this current map.

-alwaysNormalShadow: When true, forces bridge squares to cast normal instead of curved shadows.

- drawEntranceLights: When set to false, the two light cones on the flanks of a bridge will not appear.

- gaToggleAreaSquareIsSecretPassage added; also implemented persistency of script based chnages to wlakability and LoSBlocking, too
- fixed two bugs with the gcPassSkillCheck scripts (power of pc was not computed correctly and Display to log in case of failure was cut off too early)
- with triggers being able to set to active search ("space" key for searching), the gcPassSkillCheck scripts on event1 of a trigger, gcTrue (event2) property of a trigger and finally gaToggleAreaSquareIsSecretPassage on event2 of a Trigger, we are all set up for secet doors galore


- bump for all: all prop triggers (convo, encounter) and all normal triggers will fire now even if the square they are on is non-walkable or not reachable due to height difference; props with collision also fire on bump now. This will allow the party to directionally explore/investigate by bumping into stuff (and later on manipulate by pushing a crate or bash through a wall or jump over a chasm...).This will only kick in for not-reachable squares: if the party can step on a square, triggers will just fire normally after the party stepped on the square.

Note: please let me know if this should interfer with your module design. If it does, I will make this mechanism optional.

- added gcCheckManualKeyboardInput.cs script:

//gcCheckManualKeyboardInput.cs - Checks whether the manual keyboard input of the player matches one of the required phrases/keywords in parm1 to parm3; if you leave/set parm1 to parm3 at "none", it will not be used for checking
//parm1 = (string) correct answer option 1
//parm2 = (string) correct answer option 2
//parm3 = (string) correct answer option 3
//parm4 = (string) The text above the input box, like "Say the name of the goddess of Thunder:"

Can be used from convo or trigger. It is not case-sensitive (capitalization) when it comes to comparing player input and expectd answer (to eliminate some potential annoyances). Also up to three correct answers can be defined (to help players). I enlarged the input window a bit, too (compared to character name input).

When using in convo please make sure it is a conditional to an NPC line (red). This line will then only be shown on correct answer. On false answer, the next red node of same hierachy will be shown. Do not place it on player nodes as it will otherwise be rechecked all the time, keeping the answer Input window open indefinetly. Do eg like so:

1.Player node: Ask your question!
a. (gcCheckManualKeyboardInput) NPC node: That is the correct answer!
aa.Player Node: Thanks, now here is my reward?
aaa. NPC Node: HEre you go (and so forth...)
b. NPC Node: This is the false answer.
aa. Player: Ah, a shame. Bye...

- I optimized the code for loading props and areas a bit, especially changing between to neighbouring areas (shown cohesively) is much, much smoother now

Note: Please let me know if this should cause any trouble for your existing/work in progress modules (this is a rather tricky part of the code, so you never know...)

- added osSetTileLayerGraphic.cs script:

osSetTileLayerGraphic.cs - Sets a (new) graphic for layer 0 to 5 of a tile in current area

//parm1 = (int) x coordinate of the tile
//parm2 = (int) y coordinate of the tile
//parm3 = (int) layer affected (0 to 5)
//parm4 = (string) enter the (new) image file name here, like t_floor04 (without the .png extension)

Changes done by this script are remembered in savegames. Please note that they take precedence over any changes in the module then (normally tile changes in module modify the world within a savegame, too).

- also exanded functionality of osSetProp.cs script, so that authors can change the image of a prop ingame, too, (again stored in savegame):

//osSetProp.cs - Sets the value of a Prop property (true/false type) in the current area (Prop must be in the current area).
//parm1 = (string) tag of the prop or "thisProp" for the prop calling this script (leave blank to use index instead)
//parm2 = (int) index of the Prop in the List of props for the current area (0 is first Prop, leave blank to use tag instead)
//parm3 = (string) Property name to check (see list below).
//parm4 = (string) enter either "true" or "false" to set the chosen (parm3) property's value; in case of "i" (ImageFileName) enter the image file name here, like prp_earawen (without the .png extension)
//(enter the single letter, not the full name. example: enter "s" not "isShown")
//s = isShown
//m = isMover
//a = isActive
//c = isChaser
//h = HasCollisions
//i = enter image file name without extension

Both changes allow lots of dynamic manipulation concerning the look of the game world (plant forests, dry up lakes, build houses, whatever you imagine...). With more foresight from me, I could do the same for height, but that would require quite the revamp of the height sytem, which is - for now at least - too much hassle.

- square affecting spells polished; use spell properties isUsedForCombatSquareEffect and (new) triggeredEachStepToo to set them (this allows spells/on square effects from e.g. flame walls to poison clouds)
- useable traits sisplay their own Image in the use trait screen now (and show their own name in log( (they used the associated spell'snName beforehand)

- the focus of this rather larger update were triggers (and prop triggers) in encounters, aka event squares. This came with bug fixing/polishing spells that leave lingering effects on squares (eg flame walls or posion clouds)
- also a lot of scripts were adjusted to work in encounters, too, and the in battle trap system was fleshed out a bit more
- the approach here was to use our existing systems and tie them in, so the event squares are are little on contact spells casters opening up the whole spell and effect toolbox
- you can do anything form mine fields to healing pools to squares granting poisitional buffs, like bonus to hit, while a character or creature stands on them
- work was very tricky due to the way the animation and turn order systems work and rely on each other (I spare you the bloody details :roll: :lol: )
- I tested a lot and it looks bug free, but naturally my testing will always be limited and due to the nature of the work I expect some more bug reprots than usual coming in in the next weeks
- So here comes, what changed in detail:

- Triggers, in TriggerEvents tab in encounter editor:
- I added an "EveryStep" check box; when this is checked, the trigger will be called on every move; when unchecked, the trigger is only called on the start of a turn of a creature/pc standing on it
- as beforehand you can also set here whether only pc/ only creatures/ both can trigger it and how many charges the trigger has left; a message will be written to the log now once a trigger has been depleted
- gcTrue and gcFalse work in encounters now, too; this means that you can make event2 (true) and event3 (false) depend on the outcome of a gc check (eg call of gcPassSkillCheck script; note: use -1 for PCIndex to have the character who just stepped on the trigger make the skill roll) on event1
- large creatures will trigger the very same trigger (triggers can have many squares) only once per move now

Props Blueprints, in properties tab, in encounter editor ("Triggers(combat)" section)
- the "encounterPropTriggerOnEevryStep" property works like "Every step" decsribed beforehand for triggers
- as before with normal triggers you set whether only pc/ only creatures/ both can trigger the prop and how many charges the prop trigger has
- you can set that the prop is a trap and how difficult it is to disarm (dc)
- diasarming traps works via using a trait/spell that has as spell script "trRemoveTrap";eg a thief can "cast"/use it on a trap prop and then a skill roll is automatically made using "disabledevice" as trait to check for; on success the prop with the trap is removed

The new script gaCastSpellEncounterTrigger can be used to cast spells from the script hooks of triggers or prop triggers; these will always target the square they are on (but might still affect a large area via spell radius and spell shape):

//gaCastSpellEncounterTrigger.cs - Cast a spell from a trigger (or prop trigger) in battle (during encounter)
//parm1 = tag of the spell
//parm2 = enter "true" (without "") to remove the effects applied by this spell after each step of a creature or pc (eg useful for positional buffs that shall only work while standing on a specific square), set to "false" for effects that shall last for their full duration regardless of moving on
//parm3 = caster level with which the spell is cast, like 10
//parm4 = enter the text to appear in the log to announce the casting of the spell in the combat log

Note: So far this is only for spells using spellEffectTagList to list their effects (ie not for those that use single tag (outdated property) or those that use a special script). You might experiment with the already existing "gaPropOrTriggerCastSpellOnThisSquare.cs" (which I saw too late, stupid me), but the work I did was done and tested with gaCastSpellEncounterTrigger.cs.

Other scritps adjusted for encounters (osSetProp, gaEnableDisableTrigger, gaEnableDisableTriggerEvent)
The scripts osSetProp, gaEnableDisableTrigger and gaEnableDisableTriggerEvent should work in battle, too, now. Using "thisProp" in osSetProp will directly target the prop that the script was called from.

The spells called from triggers and prop triggers have their ending animations up an running (eg exploding fireball), including death aimations for creatures slain by them and damage floaties. Setting this up correctly (to work after each move) was simply painful.

Spells that create lingering effects
As introduced in v108 already (well more precisely, it was added by Jer before that and just expanded on a bit by me) you can have spells that implement lingering effects on squares (think gas clouds or flame walls). This is controlled by the spell properties "isUsedForCombatSquareEffects" and "triggeredEachStepToo". Such effects are applied on the start of each turn of a cretaure/pc standing on such a square. If "triggeredEachStepToo" is true, these effetcs are additionally applied after each step of a creature/pc that ends on a square that carries such an effect. This last mechanism makes it very painful to run through eg a flame wall or poisonous cloud. Better watch out how you move :mrgreen:. Death animations work, too, here for creatures. The squares that carry such lingering effects also show the effect symbol as indicator.

- first new alternative victroy conditon is in: assassination victory - win instantly by slaying a specific enemy
- added optional (and customizable or autogenerated) message box screens at start and end of an encounter, eg shwoing victory condtions and why a battle was won (also loot, exp, items found); this way ia battles do not lead as abruptly back to main screen, but inform the player beforehand
- lots of bug fixes and convenience improvemnts concerning combat:
- PC with hp >0 are always drawn on top of their unsconscious/dead fellows now.
- Large cretaures in most(all?) instances only get damage once from AoEs (inlcuding sweep/cleave now).
- Gliding creatures in combat are removed instantly and will not glide half a second or so after death anymore.
- Round counter (log and floaty) and few fixes concerning it
- fixed a bug that allowed pc brought below zero hp by an attack of opportunity to still move another step
- lots of bugs fixed concerning animations in general (mostly related to spell effect ending and death animations triggered by strepping on a square midturn)

- ESC key will always call the option to leave the game now
- effects now have a separate duration defining how long they shall stay on a square (in addition to the normal duration they shall stay on an affected pc/creature)
- effects also got an entry for a graphic to be shown on the square they linger on (in addition to the graphic used on pc/creature indicating effect contraction)
- fixed the bugs around lingering effects Zeke mentioned above (hold effects will work now, also saving throws and immunities are used correctly now)

-removed top grey bar on all screens
- another round of bug fixes for spells that imbue squares with effects (this is getting physically painful, I better look into some other code sections soon)

- buffs and debuffs, inclduing Held, with duration 0 are now correctly applied even on start of a PCs/creature's turn; duration 0 for buffs and debuffs indicates now that they shall last from application til start of next turn of recipient (fraction of a full round); please note that damage and heal effects are no buffs/debuffs (even with long duration, ie repeated application each turn) - when you set their duration to 0 they just instantly do what tehy do and that's it
- made buffs and debuffs relevant in toolset again and expanded their description

- fixed a bug that caused modules to crash that do not use the allTile System (which is breaking down premade maps into separate tile graphics which enbales streaming the whole gameworld cohesively, ie the world is one giant map); the bug was introduced in beta v106 where I optimized loading graphics

- better support for spells using the old one tag for effects system (new system: whoellist of possibel effects per spell), includes better healing AI
- large ceratures are only hit once by area of effect spells now
- AoO is triggered when stepping away to the left, too, now
- message at begin of encounter is only shown for unsual conditions or modifiers
- held creatures will no longer interrupt pc cast attempts
- enlarged portraits and narration images (both convo only) by 40% in each direction (about double size); moved PC and NPC nodes accordingly
- fixed crash bug with creature casters casting self targeted spells
- fixed bug that sometimes led to wrong indicators (red and yellow boxes) shown for spells and traits to learn

- made ui background full screen everywhere (there was a top screen gap beforehand where the old grey bar was)
- more polish to convo screen (portraits size, general placement of portraits, nodes and buttons)
- fixed bug with attack boni on items (all items grant attack boni now as advertised)
- moved the effect bab modifiers for melee only/range only to "pc only category" in toolset (the general bab modifier still works for pc as well as creatures)

- added keyboard controls in convo screen (w,a,s,d or keys, space/enter to confirm, chosen line is highlighted red before confirmation)
- conversation bubble indicators now have the same position for PCs with same answer options (and differnt positions for different answers), six positions available, you can turn this off again under module settings by setting useAlternativeSpeechBubbleSystem to false

- adjusted the alternative speech bubble system a bit, so first position/default is "no bubble", followed by five bubble positions; this way it feels more similar to the current system and will work better in the most common situation that no one has a special answer

- another round of improvements for the alternative bubble indicator system for convos: "no bubble" is used now for the base line of the party answer options (only 1 answer option or all answer options for all pc the same); tested quite a few Hearkenwold convos and it seems to aork as intended (highlighting only those chars with options differing from base line, with a different highlight/bubble position for each char with differnt set of answers)

- added complex coordinates system (showing hierarchy of maps on higher zoom out levels in the clock info line); this can be activated under module properties (off by default); when activating it, make sure to use the mainUILayout file from the default module and redo any custom changes you did to that file (the complex coordinate system brings interface changes that are partially contained in that mainUILayout file, like new buttons ín top left corner showing torches/light units, rations and current zoom level/time per step). The hierarchy info needed can be entered under area properties of a map. A new concept here is the "zone". Use this for areas of same zoom level you consider connected horizontally or vertically - it's just an abstract construct for structuring the world, not anything with a graphic representation of its own.

- even when not using the complex coordinates system, the current x,y coodinate is now displayed in brackets behind the area name (in the clcok info line); this should allow an easier taking of notes and going back to interesting locatiosn alter on

- added challengeLevel and challengeHidden properties to encounters. The challenge level is the average level of pcs in the party that an author designed an encounter for. When the challenge level is 2 or 3 levels higher than the actual average level of pcs in the party, a single flaming sword icon is shown on top of any prop that carries this encounter (recognizing encounters from convos is not yet in though); 4 or 5 levels difference adds another sword, as does 6+ levels difference; encounters with challengeHidden will always just show a blue question mark on their prop; encounters only 1 level higher, same or lower level are just displayed as of now (no addtional icons)

- reworked the size of mini and tiny props (and party accordingly) - all are a bit larger now, allowing for real playability on such maps; the mini/tiny settings are used to recognize the zoom level of a map (see under area properties); also add a new property to props themselves that allows them being drawn full size regardless of zoom level (overriding the mini/tiny props setting for the area)

- Inventory filter buttons: new buttons in inventory and shop screen, allowing to filter items for weapons (ARMS), other equibale items/armor (WEAR), items of categroy General (GEN) and all items (ALL);increased inventory size in shops and party inventory to 400 items

- Order button in party screen: Via the new order button a player can make two characters in party switch position via a premade convo (called "order", loaded directly from the default module folders unless it exists in module already); this system assumes that the more behind (higher slot number), the more protected the start position of this character is usually in an encounter (so this makes most sense when authors design battles accordingly); added <player1> to <player6> as new dialogue item replacers for the names of the pc in these positions; also new script added for checking current party size

- Chat indicators and new chat button: added two new ga scripts for adding and removing "open chat options" to a player character; each open chat option comes with an index number manually assigned via script; when a character has at least one open chatoption, the word "Chat" is drawn over her/his main screen portrait as well as her/his token in party screen; you can close open chat options via calls of the remove chat option script within the conversation "chat". The converastion "chat" is opened either via clicking the new chat button in party screen or clicking on the token of the already selected character in party screen; you can disable the whole system, including the drawing of the new button, via a new module property for enbaling/disabling intra party conversation; please note that the convo "chat" comes not premade, so set it up yourself; ideally, it will start with choosing the chat partner to talk to and then branch from there. To clarify: there is just one "chat" convo called, used for all characters, regardless of currently chosen party leader.

- fixed double kill messages and animations bug when killing with a weapon that also has spell effects on it

- added level up indicators also to the token graphics in party screen

- some little UI layout improvements in shop screen

- added hp and sp info to the list with casters/targets when casting out of combat (or using traits)

Important Note: please open your existing moduel once in toolset and save, before running it via the new IB Beta v121

- added a new victory condition: stand your ground - survive x rounds to instantly win a battle

First battle modifiers implemented (see encounter properties in toolset)
1. no spell casting allowed
2. no trait using allowed
3. no item usage allowed
4. every pc can only do one movement step each turn

- disabled a/d and arrow keys for changing of speaker in main character only dialogues
- placed tap to move arrow key panel a bit higher in combat screen (there was an overlap with the Exit button)
- granting 1.5 movement points now for the only one move battle modifier (so diagonals remain possible)
- added two new properties to creatureRefs (aka as placed creatures) in encounter designer in toolset (click on a placed creature in info mode and look at its properties):
1. you can define the round when the creture shall appear now (like only appear in round 5, think reinforcements)
2. you can set it that a new creature of this type appears every x rounds (think steady stream of new enemies rolling in)

Note: This last addition (reinforcement system) is something I have been wanting in for a long time. It allows for very dynamic battle designs and can be vey nicely combined with the existing (and upcoming) victory and defeat conditions. I also at least tried to make the reinforcments avoid popping up on other creatures/players and instead choose another nearby free spawn location automatically.

- first defeat condition added: time limit - win within x rounds
- improved ui texts for battle conditions and modifiers
- bug fix for party defeated situation

- added new defeat condition: fail to protect (allied) pc with name x (failure if hp drop to zero or less)

- conquer victory added (occupy up to three locations - all or one of them, depending on settings - with a conscious pc each at the start of a round to instantly win); uses the conquerLocation graphic to indicate the locations on the map (in addtion to giving their coodinates in log and message box at start of battle, like with all victory terms, defeat terms and battle modifiers)

- fail to hold location(s) defeat added (hold up to three locations - all or at least one of them, depending on settings - with a conscious pc each at the start of each round to avoid instant defeat); uses the holdLocation graphic to indicate the locations on the map (in addtion to giving their coodinates in log and message box at start of battle)

-completed the battle modifiers (special rules) by adding the following:
- reducedDamageofPcMeleeAttack: If true, player characters do only 1/3 of their usual damage with melee weapons.
- reducedDamageofPcRangedAttack: If true, player characters do only 1/3 of their usual damage with ranged weapons.
- allSpellsWithoutAoE: If true, all spells and traits affect only a single square. Restricts creature casters, too.
- allSpellsSPCostDoubled: If true, all spells and traits cost twice their usual sp cost. Restricts creature casters, too.
- noHealingAllowed: If true, no healing (by spell, trait or item) is possible in this encounter. Restricts creature healing, too.
- hpDamageEachRound: The amount of hp each player character loses each round (only values above zero accepted).
- spDamageEachRound: The amount of sp each player character loses each round (only values above zero accepted)

- added a new button to Combat UI: Delay (Hotkey: L). You have to use the inlcuded default combatUILayout.json from data folder of default module to see the button (or adjust your own modified combatUILayout.json accordingly -> the button is called btnDelay).
- delaying causes a pc to cancel his current turn immediately and instead get a new chance to act at the very end of the same round (pushed to end of initiative order/bar). Delaying is only possible if no moves or actions (cast, trait use, item use, even no free or quick actions) have been done or attempted so far. Only one delay per pc per round is possible. A pc at the end of the initaitive order/bar cannot delay. Effects and scripted events hit a delaying pc still only once (before delaying). The option to delay can come in very handy for eg a pc blocked by his fellow party members or when clearing an area before the party mage hurls a fireball :mrgreen: .

- added height level (shadow casting) system to encounter maps: new toggle for height level in encounter editor in toolset allows painting walls with left click (height Level +1, non walkable, LoS blocking) and pits with right click (height Level -1, non walkable, LoS is not blocked); please place creatures and pc only on height level 0 squares as this is the only height level where the action takes place; no stairs/ramps or bridges in encounters as pathfinding cannot cope with these in encounters

- fixed a bug with initiative bar for all constellations that involve adding allies or enemies midst an encounter

- added scripts for run time manipulation of height level, bridge state and ramp state, ie full terraform; all changes saved properly
- fixed bug with opting to not draw the default stairway graphic

- added the overview maps system: via clicking one of possible three map buttons (near, area, world) the player can switch to the corrresponding overview maps (these are "areas" build in toolset, too). On this overview map a red X marks the current party location, while the player controls a selection square that allows him to scroll the overview map. New props that permanently show text above them can be used to have written notes on an overview map. The overview maps can be toggled on/off via scripts, so an author could eg make an ingame requiremnt to find maps first. I will do a separate turorial post on the whole system later.
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Re: IB Beta Change History (from v93 upwards)

Postby youngneil1 » Tue May 22, 2018 8:58 am

Most recent version (v133) can be downloaded here - no liabilities, no warranties, use at your own Risk:

https://www.dropbox.com/s/90nknez5mx7x5 ... 3.zip?dl=0

This post and above list will be updated as the betas roll along.
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