Version
0.1.20 is out now!
A big Thankyou for all your kind words, but also for the suggestions and bug reports! Most of these omissions and errors I would never have found on my own!
There's an extremely stupid bug in the previous release. Specializations were not applied to styles you learned, while you were specialized. Not sure how I could have missed that, but I did. Now, when the time comes to undo the specialization - when you unequip the gem or switch specializations - my routines will dutifully remove the bonusses and malusses that were never applied in the first place. Depending on which it was - bonus or malus - this would leave you with an either completely overpowered or a thoroughly crippled style. If that happened to you, I recommend to "reset" the style. The only way to reset a style, is to remove it entirely and add it anew. Unfortunately there's no way to programmatically detect if a style was learned while you were specialized or not. That means this will require some doing on your part as well. I will upload a set of
reset scripts this weekend. Instructions will be included. You might also be able to do this with a
SaveGame Editor, but I haven't tested that.
Changes:
- fixed: Specialization is now applied to new styles as well (see above.)
- fixed: The vampiric gem armor did not enhance Spirit Thief and Storm Dragon as it was supposed to do. It does now.
- fixed: The point requirements of leveling Storm Dragon's duration were wrong.
- fixed: Under certain circumstances the player would get stuck on a CF playthrough of the Black Leopard school in the Imperial City.
- fixed: After acquiring Training or Healing in chapter 5, the player's appearance would change from his/her dead appearance to the living appearance.
- fixed: The "Three times no means no" tutorial screen would show up, when it should not.
- fixed: Removing the specialist gem from your amulet did not clear the percentages in the descripion.
- fixed: Under certain, very rare conditions the post-combat clean-up code wouldn't run and the player would start the next combat round with most combat buttons disabled.
- modified: Divine Void was underpowered. Damage and Speed were left mostly unchanged, but its radius was increased drastically and I enhanced all the knockback effects. It's a lot more dangerous now. And a lot flashier.

- modified: Monkey Paw was still overpowered. It has been re-balanced - if only a bit. The damage has been reduced, but the walk speed has been increased to compensate.
- modified: The effects of gems with negative stats have been enhanced.
- modified: After a lot of hesitation I decided to enable Gore in the German version. The English version is not affected by this.
- modified: While working on the web site, I realized that a number of descriptions of styles and items were too short or too bland. They should be more
interesting now.
- modified: There are level caps for specialization now. The more your level progresses, the deeper your specialization is allowed to become.
- modified: Specializations have been re-balanced. Since the base damage of magic is the lowest, the increase was made a little more drastic. The malusses were increased noticeably for all three specializations.
- modified: Zin Bu now sells the Drunken Master's wine in chapter 5.
- new: The mod now includes my
pirate workshop hack. This is a fix for a bug in the original game, that seems to affect some(!) Windows 7 users. The players report to get stuck in the pirate workshop, because two opponents do not enter combat and block a doorway. The hack that I previously wrote is incompatible with my mod. I combined the two now.
- new: Internal version management: You can now load a savegame from an earlier version of this mod and everything will be upgraded to the latest version. Currently that's only relevant for specializations. The 0.1.19 specialization (if any) will be removed and the 0.1.20 specialization will be applied instead.
Editado por pecoes, 15 abril 2011 - 06:33 .