No changes have been recorded in this version
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- - Fixed friendship path: no stutter bug and dialogues will play as intended
- - Integrated fix from BWPFixpack:misspelled token
- - Changed text transformation to using iconv and removed autotra folder
- - All audio references lower cased so they will play on Linux
- - Fade.ini added to support ALIEN's Project Infinity
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- -fixed a scrumbled symbol (no more freezing of game for EE)
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- -soulfire gem now added to the game
- -typo corrections
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- -added reply options to slave traders now compatible (using EXTEND_BOTTOM instead of replacing a whole dialogue state)
- -fixed stutter after final lovetalk (v5.2)
- -typo corrections
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- -Even more EET-friendly code by Jastey
- -Fade should interject in Watcher's Keep in SoA, interjections at Watcher's Keep should not end the dialogues in ToB
- -Slaver quest should not start if Fade is not romanced
- -Change to HANDLE_AUDIO
- -Replaced STATE_SLEEPING check for scripts with CD_STATE_NOTVALID
- -Added InMyArea("E3Fade") to interjections in ToB
- -Added See("E3Fade") !StateCheck("E3FADE",CD_STATE_NOTVALID) to interjections in SoA
- -Changing instances of "…" to "..." and "`" to "'" in fade.tra
- -Adding map note text of E3AR0500.baf to fade-setup.tra
- -First call of setup-fade.tra goes to "Fade/Tra/classic/english/setup-fade.tra" so doubled setup.tra in the "autotra" folder is not needed.
- -Added InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) CombatCounter(0) !See([ENEMY]) to banter.
- -Dialogues trigger more stable, no more skipped dialogues, no more "empty" start of romance music.
- -Viconia's romance conflict dialogue should always trigger.
- -Improved compatibility: Using COPY_TRANS after first INTERJECT into ARAN.dlg.
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No changes have been recorded in this version
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No changes have been recorded in this version
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No changes have been recorded in this version
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No changes have been recorded in this version
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No changes have been recorded in this version
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