Version 0.6.01: Surprise update with new events, new items, better shop UI!

Greetings, tactics fans: I have another, surprise update for you! To be honest, I was planning to save this stuff for the next monthly update--but given that I just found and fixed a pretty bad bug, I decided that you're simply getting all of this right now! Two updates in one month; not too shabby, eh? 😉 Here are the changes, starting with new events, items, and skills: [list] [*] new event: Clown For A Day. [*] new event: A Nice Bath. [*] new item: Anatomical Treatise. Permanently boosts the user's Accuracy stat by 5. [*] new item: Spring Shoes. Grants Jump. Limited to 3 uses. [*] new skill: Jump. Same as Leap, but has an after-attack behavior of Can Move instead of being unlimited. Conferred by Spring Shoes. [*] new item: Pocket Sand. Grants Pocket Sand. Limited to 1 use. [*] new skill: Pocket Sand. Has a 75% chance to cause Blinded for 2 rounds. Doesn't end the turn. [/list] Other changes: [list] [*] further improved the shop explanation for why characters want equipment: when the reason a character wants something is stat-related, the game now lists as many as 3 stats the equipment will improve (not just 1), making it easier to compare the benefits from upgraded armor at a glance. [*] camp activities can now affect the health of everyone present in camp. [*] revised the doctor's Treat Wounds activity so that it serves a purpose when not playing on Challenging or Challenging+ difficulty. In addition to its existing effect of curing 1 wound level for wounded characters, it now also restores 15% of missing health for all non-wounded characters in camp. [*] when a character first gets a crush on another character, their activity that evening will now always be to fantasize. [*] refactored the code for determining nighttime character activities to avoid unwanted behaviors when multiple characters have activities that reference (but do not include) a second character. [*] created ability, casting, hurt, and shove animations for Praetor Nero. [*] created ability, axe, hurt, shield bash, and shove animations for Manbir Raksha. [/list] Bug fixes: [list] [*] fixed: there were a few lines of code I had been using for testing that turned almost every character Sensitive (lines which I forgot to turn off afterwards). [*] fixed: height was set incorrectly for the promoted shadowling cast animation. [*] fixed: camp activities like Fantasize were still plucking the characters being thought about out of the activity order for free rein. [*] fixed for 0.6.01a: it was possible for characters chosen for the events A Crush or A Nice Bath to become romantically interested in characters they were already had a crush on (or were romantically involved with). [*] fixed for 0.6.01a: some of the scripting for Battle in the Dissident's Den was not working as intended. [/list] New stuff usable in the campaign creator: [list] [*] created new item graphic: Pouch. [*] created new skill button graphic: Pocket Sand. [*] created new sound effect: PoofCloud. [*] new sound effect: Boing. [*] created new item graphic: Book White. [*] created new item graphic: Spring Shoes. [*] new mood type: Embarrassed. Narrates that a character feels embarrassed. [*] new mood type: EmbarrassedAbout. Narrates that a character feels embarrassed about their interaction with a specified second character. [*] received sunset and nighttime variants of the new Riverbank cutscene background; added them into the game. [*] updated AssetNames.xml to make the most recent batch of cutscene backgrounds selectable in the cut scene editor. [*] new in 0.6.01a: IfGoneGoTo and IfGoneRun can now find objects by their load ID. [*] fixed for 0.6.01a: the in-game documentation for SocialUnitsToList was missing the last parameter (amount). [/list] And that's about all for this one; see you in March! Tactically yours, Craig