Caverns Exploration
Out of nowhere, I decided to add a minimap to caverns exploration including markers for the units, an indicator for the camera location, clicking on the minimap to warp to that location, and uncovering the minimap as units explore it; it was a lot of work that probably won’t be fully exploited in the current version.

Additionally, made it so that the battle music overlay only activates while in combat
Procedural Generated Discoveries
Some of the sidequests we had designed required visiting a “kind” of place in the world, located nearby another place; to support that I included placing the markers in the world (for paramos and spots in the rivers), and then wiring together these places with the quests after procedural generation was done, so that when you talked with the quest-giver he could give you details on the direction and distance of the place.
Sidequests
We worked on a bunch of sidequests (TI-5, TI-7, MQ-5, MQ-8, MQ-23), as mentioned, some of them were of a new kind, requiring you to visit places

As a new sidequest required a day counter, I added support to allow multiple of such type of quests. Some QA rounds revealed bugs in MQ-0 and MQ-4 that were also fixed.
Economy
Modified the merchant restock routines to include a limited amount of “rare” goods they can have every day; they also refer to them in their greeting.
Assorted fixes
- Add missing journal fragments for the main quest
- Prevent exploration music cooldown from resuming music while town music is being played.
- Make the mission briefing text area scrollable
- Add a visible Tunjo slot for party members.
- Fix issues selecting units in combat (conflict with minimap)
- Fix raiders encampment prefab restoring issue.
- Land places on terrain when restoring the game
Changed files in this update