G4U55

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Apr 21st, 2016
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  1. Update v1.8:
  2.  
  3. Content
  4. [Implemented] The Lost Tales of Axeoth: Every Dog Has His Day.
  5.  
  6. General
  7. [Fixed] If a magic guild is prebuilt in a town, the player can`t set its specialization.
  8. [Fixed] Pathfinding ability and Pathfinder specialization.
  9. [Fixed] In some campaigns, players can get stuck when spamming ESC during scripted scenes.
  10. [Fixed] Warcry abilities would not upgrade the icon frame of the corresponding warcry in the spellbook.
  11. [Fixed] Unresolved text placeholder in the tooltips of the Onslaught ability and the upgraded Engage warcry.
  12. [Fixed] Display of pink border showing on Necropolis town screen with certain graphic settings.
  13. [Fixed] Skull Ring effect.
  14.  
  15. Gameplay
  16. [Implemented] Pending Caravans now show up in the recruitment window until they depart at the end of your turn.
  17. [Implemented] Altars and Seals now show up on the minimap.
  18. [Implemented] Caravans arrived at a Fort but not unloaded, can now be accessed and unloaded manually.
  19. [Improved] The random Skilling Popup has been overhauled.
  20.  
  21. AI
  22. Added Wait action to the Combat AI
  23. Added Caravan handling for the Adventure AI - the AI will now try (if available) to supply their main fighting heroes with a caravan-based supply chain
  24. Adjusted AI scoring for the Adventure AI - it now tries to be more proactive about gathering pickups and generally also engaging the player in combat more
  25. Adjusted AI money management for the Adventure AI - reprioritised the order in which AI purchases buildings/heroes/units
  26. Adventure AI now uses Forts and external Dwellings more readily
  27. Fixed smaller numerous bugs with AI scoring
  28.  
  29. Multi-player
  30. [Fixed] A bug where the game would go out of synch when deploying more then 7 stacks in combat [Fixed] A visual bug where the resource income would be incorrectly displayed.
  31. [Fixed] A bug where the hero got deselected at the start of a new turn.
  32. [Fixed] A bug where the game gets stuck when the AI attacked an empty town.
  33. [Fixed] A bug where the player could multiply creature stacks under certain conditions when using auto merge button in town.
  34. [Fixed] A bug that caused a game crash sometimes when pressing "spectate" after losing a game.
  35. [Fixed] A bug that caused the game to go Out of synch sometimes when a hero died.
  36. [Fixed] A bug where the language of the AI player was incorrectly displayed.
  37. [Fixed] A visual bug where the camera clipped through the healing tent.
  38. [Fixed] A visual that caused the town screen to shake.
  39. [Fixed] A bug where the game gets stuck when pressing auto combat shortly before the victory animation.
  40. [Improved] Made Duel Multiplayer sessions more stable.
  41. [Implemented] You are now no longer able to join session for which you don't have the map downloaded.
  42.  
  43. Level Design
  44. Stronghold Map 2
  45. [Fixed] An issue that players could teleport to town before fighting Jengo in the Ritual Fight.
  46. [Fixed] An issues with Cutscenes preventing the player from ending his turn while running.
  47. Stronghold Map 3
  48. [Fixed] An issue that AI does not want to go through the portal, and therefore leading to the player not being able to end the map.
  49. Dungeon Map 2
  50. [Fixed] An issue that led the player to be stuck when spamming ESC during a Cutscene.
  51. Dungeon Map 3
  52. [Fixed] An issue with the quest 'The price of Friendship' not being completed as the player is unable to reach the quest objective.
  53. Scenario Timber Wars
  54. [Fixed] An issue that triggered the defeat under wrong condition.
  55.  
  56. Editor
  57. Object Properties
  58. [Fixed] Capped Fog of War revealing radius properties to 300 to avoid crashes in the game.
  59. [Fixed] Properties were only saved when the map was saved as well for Towns, Forts, Garrisons and Hero Armies.
  60. [Fixed] Clicking on the Landscape does not open an empty window anymore.
  61. [Fixed] Changes are not saved when closing the Property Window
  62. [Fixed] Scroll feature from numeric box, to avoid that values are accidentally changed when scrolling through the Property Window.
  63.  
  64. Dragon Utopia/Elemental Forge Properties
  65. [Fixed] Editor crashes on removing Reward Item.
  66.  
  67. Merchant Properties
  68. [Fixed] Editor crashes after deleting a 'RewardData' from Merchant building properties
  69.  
  70. Magic Menagerie/Elemental Conflux Properties
  71. [Fixed] "Allowed Factions for Recruitment" option.
  72.  
  73. Battle Site properties
  74. [Implemtented] Options to define Resources and specific Artefacts as rewards.
  75.  
  76. Hero Properties
  77. [Fixed] A crash when assigning a hero to a creature army with an unset warfare unit.
  78. [Implemented] Increased level cap from 30 to 999.
  79.  
  80. Town Properties
  81. [Fixed] No Scroll Bar present in the general tab.
  82. [Fixed] The Govenor and the Garrision could not be removed once assigned.
  83. [Implemented] A Tooltip when the Govenor list is empty, explaining that hero armies from the player need to be present on the map.
  84. [Implemented] Sculpt Ground option.
  85. [Implemented] Moved Garrison to its own tab.
  86.  
  87. Fort Properties
  88. [Implemented] Local Guard Tab.
  89.  
  90. Map Properties
  91. [Fixed] Custom player names not correctly displayed. If your map is affected, you need to open the Map Properties, click OK and then save the map.
  92. [Fixed] The Editor crashes if the underground layer is destroyed on the auto-save pop-up.
  93. [Implemented] Increased level cap from 30 to 999.
  94.  
  95. Chest Properties
  96. [Removed] 'ResourceAmounts' option.
  97.  
  98. AI settings
  99. [Implemented] AI tab to Town Properties.
  100. [Implemented] AI ignore setting to Armies and Buildings.
  101. [Implemented] AI border control setting to Armies.
  102. [Implemented] AI stay in Area of Control setting to Armies.
  103.  
  104. Script Editor
  105. [Fixed] Debug text is displayed on using the action 'Add/Remove/Set Hero EXP' in the map to subtract hero EXP.
  106. [Fixed] Script Editor does not save if the map name contains spaces
  107. [Fixed] Speaker and Position properties are disabled when creating new dialogue lines
  108. [Fixed] Empty Hero list in 'Hero touches Cell Trigger' action.
  109. [Implemented] Custom Heroes into Script Editor Hero list.
  110. [Implemented] Added proper councillor names to the SpeakerType selection of dialogue lines.
  111. [Implemented] Increased level cap from 30 to 999 in "Hero reached level" action.
  112. [Improved] Renamed actions "Win/Lose Map" to "Win/Lose Game" and moved them from the "Quest" category to the "Game" category to make them easier to find.
  113. [Improved] Renamed action "Cell Event" to "Hero touches Cell Trigger" to make its function and connection to the Cell Triggers placed on the map more obvious.
  114.  
  115. Unreal Editor
  116. [Fixed] Editor cannot be launched after switching Renderer to DirectX 11.
  117. [Fixed] Editor crashes after selecting 'Replace SkeletalMeshActors' from Unreal Editor.
  118.  
  119. Campaign Editor
  120. [Fixed] Editor crashes after following certain steps and saving the campaign from the campaign tool.
  121.  
  122. Layer Tools
  123. [Fixed] Selected combat map name doesn't save after the user hits create.
  124. [Fixed] Area of Control, Combat Map Areas and Passability do not open in Layertool when user accesses them from Menu Bar.
  125. [Fixed] Improper appearance of Academy Bridge observed when used in the map.
  126. [Fixed] Improper appearance of Cartrographer and Fortune Teller when the user drags these buildings onto the map.
  127. [Improved] Moved Town/Fort Connection Label to the top.
  128. Audio
  129. [Fixed] Battle Sites "Elemental Forge" and "Dragon Utopia" do not have any combat music when encountered
  130. [Fixed] loss of background music after returning from a Battle Site combat
  131. [Fixed] that combat map specific ambient sounds do not play if music is muted in the options
  132. [Fixed] that combat map specific ambient sounds continued to play on the adventure map after battle
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