Decided to push another small update with some fixes I've been wanting to implement, plus a cool new feature for folks working on campaigns to play with! Here are the changes:
-- fixed the pending-Wait-action dialogue menu bug again; this time, without causing huge issues elsewhere. (I think. Pretty sure this time.)
-- fixed the positioning of tooltips on item option buttons for the top row of items within the character inventory viewer window in the reserve supplies screen.
-- fixed: the documentation for the SpawnVisualEffects action had an error.
-- added documentation for the particle types supported for use with skills and the SpawnParticlesAt script action.
-- fixed: custom item graphics contained in custom campaigns weren't being loaded into the item editor.
-- fixed: custom skill graphics contained in custom campaigns weren't being loaded into the skill editor.
-- fixed: assets with the same name as an asset of a different type (e.g. Whet Stone, which is both the name of a sound effect and an item image) were being culled from available assets in the campaign editor.
And the cool new feature for custom campaigns: equipment can now be edited!
-- new script action supported: AlterEquipment. Allows editing of an item equipped to a character. Parameters: character name; equipment slot name; attribute name (Value, Uses Left, or a stat name); and an operation. This means you can now run a script to repair weapons, forge existing weapons and armor to become stronger, and so on.
-- items can now have an altersEquipment attribute that effectively calls AlterEquipment when the item is used. This allows for creating consumables that permanently affect the properties of other equipment.
-- the item editor now successully saves and loads the altersEquipment attribute, and has input fields to add or change the altersEquipment attribute on items.
Patch version 1.0.31
Update notes via Steam Community
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Telepath Tactics Liberated Content
Depot 1849821
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