v0.5.4 (Hotfixes)
v0.5.4b
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Fixed crash during faction battles
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Fixed in some cases unable to re-enter a settlement after a battle had occurred there.
v0.5.4c
- Fixed error loading into battles.
v0.5.4d
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Fixed null exception when loading into zones, after a battle has taken place.
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Fixed duplicate shopkeepers spawning after battles.
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Fixed quests spawning for NPCs that do not exist either due to leaving from low prosperity, or death in battle.
v0.5.4e
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Fixed after entering the inn room, unable to reenter.
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Fixed crash when leaving inn room.
v0.5.4f
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Fixed Grimjaw's defeat not marking fortress as defeated or removing faction influence.
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Fixed player unable to complete quests due to faction battles. NPCs required for a quest which have been killed (from a battle or otherwise) will now automatically respawn upon reentering the town.
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Fixed all doors in a settlement are open and unlocked after a battle is finished, even doors that should be locked.
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Fixed issue where locations currently in battle would be invisible to the quest system, causing various unintended effects.
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Fixed killed npcs permanently disappearing after a battle is resolved. NPCs killed in battle will now always respawn after enough time has passed, given the town has the required prosperity.
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Faction armies can no longer walk on top of locations. This fixes an issue where battles could be started while standing on a location, which technically was not a siege (attacking from a city, or attacking an army that happens to be standing on a city).
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Bandit armies will no longer chase the player while standing on a town (or other location).
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Fixed battles (in the case where the player is attacked by an army) taking place on the tile of attackers, instead of defenders tile.
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Fixed bug allowing player to keep receiving rewards for a successful battle.
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Fixed crash "Attempt to enable respawn for NPC with respawn info".
v0.5.4g
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Fixed summoned animals attacking guards in Aridax and Stonewarden towns.
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Fixed mail courier (part of "Gremlin's Grief" quest) stuck always following the player.
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Fixed quest "Confidental Matters" missing the dialog option for the Guard Captain.
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Fixed some parts of the character creation user interface not scaling correctly, according to the "UI Scaling" setting.
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Fixed array out of bounds exception to do with field of vision attempting to refresh partially outside the map bounds.
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Fixed crossing paths with an allied armies will initiate a battle (against no one).
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Fixed shops not selling or buying some rare animal materials (beetle wings, spectral remains, etc).
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Ethereal Gremlins no longer can spawn decay roots.
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Removed text "World Turns: X" from overworld HUD, which was intended for debug mode only.
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Reduced speed and view distance of bandit armies to make them less punishing (more balancing changes to come).
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Speed up influence decay rate, so influence recedes faster when a location is defeated.
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Tweaked army compositions for more variety, reduced chance of armies comprised only of archers or melee units.
v0.5.4h
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Faction structures (Bandit Camps, Gremlin fortresses) now spawn in wilderness tiles, as they did prior to v0.5.4.
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More improvements to simultaneous turns for faster gameplay. Enemies chasing the player now move simultaneously if out of attack range.
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