Returning to work!
= V 1.0.23 =
Game:
- Added: F2 displays mission description;
- Added: F3 performs fast save;
- Added: F4 performs fast loading;
- Added: spacebar during combat automatically selects a target but only works when:
-- the creature attacks all targets;
-- others: when they can choose only one target at the moment;
- Fixed: After conquering the city and recruiting a new character to the garrison, the defending team does not return as dead;
- Fixed: After a fight, loot is removed from the bag of defeated teams/cities/hideouts, thus the possibility of collecting a given item from a given hideout indefinitely disappeared;
- Refreshed: game save;
- Fixed: when the enemy capital is demoted to the city level, the building bonuses are reset and you can't build in that city in a given turn;
- Fixed: Unit statuses are cleared after combat (e.g. miss will not appear);
- Added: a message that no spells can be cast on city defenders and hideouts from the world map view;
- Fixed: removing a commander in a city doesn't make the city disappear :X
A.I.:
- Fixed: Campaign AI lock preventing city expansion no longer works in Skirmish
Map editor:
- Fixed: after loading the map, editing the party, overwriting a smaller character with a giant does not cause a save error;
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In the next update, I gonna focus on the A.I. player because it seems that sometimes is blocking himself, also, a new map coming soon.
As for the concept, I start again working on random stuff:
[img]https://m.gjcdn.net/fireside-post-image/800/20149976-ll-ujqapzfw-v4.webp[/img]
Thinking about describing the new unit classes, I got the idea that for now, it better show what kind of stats each of them is focusing on, for example when the player gets an item +1 to the main stats for each class (also, the class icon is refreshed, old ones were added for comparison):
[img]https://m.gjcdn.net/fireside-post-image/800/20149977-ll-jhdix7jp-v4.webp[/img]