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Changes in Fade 5.6

Version 5.6
  • - 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
Version 5.5
  • -fixed a scrumbled symbol (no more freezing of game for EE)
Version 5.4
  • -soulfire gem now added to the game
  • -typo corrections
Version 5.3
  • -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
Version 5.2
  • -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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