V 1.0.23

​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; ==================================================== 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] ​