-The grimm packs during the Battle of Haven now require the variable they effect to be greater than 0.
--If you save and reload during the battle, there may appear to be more packs than the barricade reports, but they will all vanish when the barricade report number reaches 0.
-The Battle of Beacon (including Team CARR variant) now has anti-backtracking events (again, to help with save>reload weirdness).
-Using the blue teleporter during the Emerald Forest revisit will now initiate an autosave prompt and disable manual saving until the event contained within is completed (or exited).
-The "Hit and Run" Beacon recovery attempt (there's at least one story line where it doesn't happen) will now disable manual saving when talking to Audry to start the event and not re-enable it until leaving the Beacon map for the last time.
-Manual saving will now be disabled on the train tunnel map with the deathstalker (both SARA and RKKT versions).
-Adventure maps in "The Harder They Fall..." story line now use a combination of progressive switches and anti-backtracking barricades (which also indicate that you are going the right way).
--Some "beaten path" tiles have been added to a couple of maps as well.
-Adventure maps in "Honor Among Thieves" story line now use a combination of progressive switches and anti-backtracking barricades (which also indicate that you are going the right way).
--Some "beaten path" tiles have been added to a couple of maps as well.
--Exception: Team CARR's Wild Ride
-The "Hiking Trail" adventure map during "Blood, Tears, and Explosions" now uses progressive switches for its events and has "beaten path" tiles.
-Due to the already complex nature of the events on the "It's a Huntresses' Life for Me" story line's adventure maps, no anti-backtracking has been added (some genius had already taken care of it for the parts that could cause equipment glitches).
--Some "beaten path" tiles and turn-by-turn directions (complete with annoying sound effects) added.
-A post-fade out section during Team SPAZ's vacation was deemed too long and now fades back in to view part of it.
-Added a few text size modifications during Team SPAZ's vacation...might go through the whole thing sometime to emphasize when someone whispers/yells 1 or 2 words.
-Zelda's setup/explanation is now complete, so she will be added to the party when first reaching the endgame town (if you already had a save there, check the "SPAZ's Va-cay" event for an option to add party members).
-@needhelp reported having the wrong party members at a certain scene (along with several other glitches, all of which I am sincerely greatfull to learn about)...traced to switch # 50 "NPC10" being turned on to display the reporter at the end of the Atlas demonstration fight (likely 2-3 hours before it causes the glitch).
--Generic switches (# 1-50) all OFF added several places in between and # 50 OFF added right before where it would become a problem.
--Common events created and installed to wipe party down to Sarah only (or Candi/Wisp/Sapphire/Jade) and rebuild from there to (hopefully) prevent this in the future (these are spread around, but aren't everywhere).
-"It's A Huntress's Life for Me" Amy/Sol/Luna variants would incorrectly add Sarah to the party when returning to Vale after the Battle of Haven (actually they failed to remove her...but does that matter...).
-"Flamethrower" was set to "single target" instead of "all enemies"...I assume my pointer drifted over that while I was scrolling up and changed it by accident.
-There are 5 switches associated with your choice of apprentice in "It's A Huntress's Life for Me" (1 for each apprentice)...when starting a New Game+, they were NOT being set back to OFF...this WILL cause some screwy things during the Battle of Beacon.
--These switches will now be properly turned OFF when starting a New Game+.
--Upon reaching the BoB, the events will search for the storyline switch (separate from the apprentice switches) and turn OFF the apprentice switches if the storyline switch is OFF (as well as exiting event processing on the events started erroneously by the apprentice switches so as to try again to find the correct event).
-Some dialogue added during the Beacon Assault in "It's a Huntress's Life for Me" for Team CLEN to address Lucy and Erin's new abilities (strangely omitted from this story line...I'm sure I had a reason, but don't remember it).
Maps Removed (many replaced by new scenes)
-Free Time - 2 (all 6 maps) is now merged into Free Time - 1 (now named "Free Time - Dorm Room" and so on).
-Free Time - 3 (where you can't leave the dorm room) is also merged into the singular "Free Time" map set.
Map Clean-Up (to be removed in NEXT version)
-Maps to be removed will now have 3 asterisks (***) added to the left of the map name...this is visible on save data when selecting a file to save/load, so if you see it...make a move.
-Audry/Ashley/Candi adventure maps in the "Honor Among Thieves" story line (3 maps).
--Events copied to Sarah/etc versions with actor requirement tags and transfers changed.
New set of scenes - Team SPAZ's vacation - Part 2
-Continuation of day 3 into day 4 - 5 maps
--This moves back the transfer back to Team SARA and company as it adds directly to the 20 maps added last time.
-Team SPAZ's vacation - Part 3 (planned at 4 maps, 1 designed but not attached yet)
-Team SPAZ's vacation - Part 4 (planned at 5 maps, all fashion and "dancing" related)
-Team SPAZ's vacation - Part 5 (planned at 1 map, just a fairly quick "Time to go, ladies!")
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