Incursion: Halls of the Goblin King v0.6.9A has been released.
Changes:
Incursion 0.6.9A
* Fixed incorrect calculation of percentile value mods
from templates (that caused, for example, human
zombies to have 100% movement rate rather than 30%).
* Added trap message for "alignment loss" bug.
* Assassins now have Alchemy, so they can make custom
poisons with Poison Use.
* Fixed crash bug when generating encounter summons where
there was no in-game summoner creature (i.e.,
Multitude wrath, Kissi.sav).
* Fixed issue with summoning preset monsters (i.e., dust
devil) over water trying to make the encounter be
aquatic and ending up generating strange random
summons.
Incursion 0.6.9
* Implemented better auto-testing for reproducing crash
bugs.
* Fixed a bug in the script engine likely responsible
for diverse crashes, including Semirath intervention.
* Fixed crash bug on summoning related to missing zero
terminators on the CandidateCreatures array.
* Fixed crash bug relating to division by zero when
calculating knockback for airborne creatures.
* Fixed a crash relating to overflowing string buffers
in the monster AI.
* Fixed crash bug related to unll map pointers when the
Intimidate abilities kick in.
* Fixed crash-causing infinite loop related to attempts
(by monster or PC) to break grapples.
* Fixed crash bug relating to newly-introduced "snow
angel" monster.
* Fixed crash bug from VERIFY macro in CallMemberFunc()
* Fixed Creature::GetBAB-centric error messages.
* GetBAB now reports the correct BAB for monsters with
BAB-increasing templates.
* Reduced creation of "castle" multi-rooms by 50%, by
request of testers for balance.
* Fixed infinite-loop crash/hang bug in encounter gen
involving nested encounters
* Fixed crash issues with Animate Objects, and added
code to handle it better if this spell fails for
some reason.
* Fixed crash bug with NULL map pointers and the print
queue after attacks.
* Implemented compressed save files. This should both
save disk space and make AutoSave less tedious at
lower dungeon levels.
* (Intentionally) OOD encounters now generate only a
single OOD monster, rather than potentially an
entire party of them. Big fix!
* When OOD monsters are created, they are now logged
in the player's journal for debugging purposes.
Same for other eccentric encounter gen behaviour.
This will go away when I get things better fine-
tuned. "Failed" messages are not necessarily
errors; the encounter gen sometimes fails and
tries something different naturally.
* Fixed crash bug when corpses were destroyed; it was
related to backRefs and code included to prevent
Animated Objects from causing crashes.
* Put in placeholders for the new prestige classes.
* Fixed a problem causing priests to cast overly high
level spells at a low dungeon level (because they
had a template intended for high-CR, high-HD
giant priests).
* Added new skill templates: master, paragon and
legendary, to allow more powerful adventurers in
challenge mode.
* Fixed div-by-zero crash bug in mana regeneration
calculation.
* Fixed crash bug where moving into/out of a field
causes the death of the mobile creature, resulting
in a map null pointer reference.
* Fixed crash bug with missiles being destroyed or
taken off-map while in flight.
* Fixed glitch where the encounter "graveborn creatures"
would sometimes produce adult dragons at very low
CRs. (I believe this was the cause of "mages" that
cast cleric spells at low dungeon levels -- they
were polymorphed dragons.)
* The encounter gen now keeps lowering the max base CR
on consecutive tries to make room for manditory
templates, so that they (hopefully) won't get skipped
anymore.
* Encounters created in fiery or icy prisons now appear
inside the prison area properly.
* Tested AutoRun ('run to location'), seems to work great
for me. I need some 0.6.9 saves duplicating the issues
people have with this!
* Immotian, the Multitude, Maeve, etc. now place their summons
near the player correctly.
* Lots of general tweaking and fine-tuning to match special
room types with thematic encounters.
* Flaming sphere, dust devil, spiritual hammer and summon
shadows now cannot be used again while the first summons
is still present. SS has higher CR, but costs fatigue.
These construst spells do not count towards you 'max
creatures controlled' PHD.
* Summoned creatures and illusions can no longer be live-
sacced.
* The Multitude now has a stricture against magical healing,
since they were a little to easy to accomidate before.
* The center square of tanglefoot bag strands and web
spells now disappears properly. (The cause was writing
the center twice, and thus recording the written terrain
from the first write as the 'terrain to restore' on the
second.)
* Aiswin no longer expects you to get revenge on traps that
critically wound you, or on dieties expressing their
wrath upon you.
* Holy Avengers now grant 50% magic resistance.
* Added a switch allowing the player to control the use of
the Dirty Fighting feat, for the sake of alignment.
Lawful NPCs don't use it, either.
* New monsters: batkin, gremlin, githzerai, githyanki (and
added "silver sword" unique weapon and new psi powers
to support the gith races), senmurv, lillend, feyr.
* Fixed crash bug with NULL EActor in Creature::Death, that
triggered when monsters petrify.
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