From 34a81e4f54bb3be4cbc91f17d1201b969a8d37f4 Mon Sep 17 00:00:00 2001 From: NovaRain Date: Mon, 20 Nov 2023 10:19:04 +0800 Subject: [PATCH] Updated changelog --- CHANGELOG.md | 24 +++++++++++++++++------- 1 file changed, 17 insertions(+), 7 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 34c75092b..9aa20f3a7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,15 @@ # Changelog +## 4.4.1 +* HRP: Fixed the clickability issue of the file list for save/load and **'print to file'** options in the character screen +* Fixed a bug introduced in 4.4 that caused saved arrays to have incorrect data in `sfallgv.sav` +* Fixed a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads +* Fixed `create_object_sid` script function to allow creating an object with no script correctly when passing 0 as the script index number +* Changed the calculation of the **'best armor'** score to exclude the EMP stats (gameplay mod friendly) +* Tweaked the position of the ammo bar on the interface bar +* Removed **AdditionalWeaponAnims** from `ddraw.ini`. Now additional weapon animation codes are always available +* Updated **NPC combat control mod** to make the player's **Jinxed** trait/perk affect all controlled critters + ## 4.4.0.1 * Fixed a crash on startup on Windows XP/2003 @@ -91,7 +101,7 @@ * HRP: Fixed a few issues with the main menu * HRP: Added support for **LocalMapXLimit/LocalMapYLimit** options in `ddraw.ini` * Removed **FadeBackgroundMusic** option because the fix in 4.3.3 doesn't work reliably in all cases -* Added a fix for being unable to plant items on non-biped critters with the `Barter` flag set (e.g. Skynet and Goris) +* Added a fix for being unable to plant items on non-biped critters with the **'Barter'** flag set (e.g. Skynet and Goris) * Updated the ammo ini loader mod in the **modders pack** ## 4.3.3.1 @@ -261,9 +271,10 @@ * Cleaned up `define_lite.h` and `command_lite.h` in the **modders pack** ## 4.2.8 -* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the `ShootTrhu` flag set +* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the **'ShootTrhu'** flag set * Fixed the encounter messages still being limited to 50 entries per table when **EncounterTableSize** is set to greater than 50 * Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer +* Fixed the broken `Print()` script function * Improved the field of view check in **ObjCanSeeObj_ShootThru_Fix** * Improved the functionality of **GlobalShaderFile** to be able to load multiple shader files * Improved the performance of **DX9** graphics modes @@ -275,7 +286,6 @@ * Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks * Added a fix to the check for ranged weapons in the **Fast Shot** trait and **FastShotFix** * Added a fix for the background image of the character portrait on the player's inventory screen -* Added a fix for the broken `Print()` script function * Added the original Fallout 1 behavior of the **Fast Shot** trait to **FastShotFix** * Added an option to enable linear texture filtering for **DX9** graphics modes * Added support for **ACM** audio file playback and volume control to `soundplay` script function @@ -691,7 +701,7 @@ Various bug fixes and features based on the work by Mr.Stalin: * Fixed **DX9** mode not showing movie subtitles properly when not using the hi-res patch * Fixed **DisplayBonusDamage** not being applied to Melee Damage stat on the character screen when **BonusHtHDamageFix** is enabled * Improved the functionality of **ExtraSaveSlots**: added sound effect when clicking on the navigation buttons -* Improved the fix for `start_gdialog` script function to fix a crash if calling `start_gdialog` outside of the `talk_p_proc` procedure for talking heads +* Improved the functionality of **StartGDialogFix** to fix a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads * Added a fix for the exploit that allows you to gain excessive skill points from **Tag!** perk before leaving the character screen * Added an option to change the limit of how many protos per type can be loaded into memory at once, and improved the functionality of `set_proto_data` script function to be able to automatically increase the limit when needed * Added an option to skip the **'Move Items'** window when taking items from containers or corpses and not holding down **ItemFastMoveKey** @@ -730,10 +740,10 @@ Original engine bug fixes and various features based on the work by Mr.Stalin: * Expanded `is_iface_tag_active` script function to check tag value of 0/1/2 (sneak/poisoned/radiated) * Added a fix for missing AC/DR mod stats when examining ammo in the barter screen * Added a fix for the display issue in the pipboy when a quest list is too long with **UseScrollingQuestsList** diabled -* Added a fix for the clickability issue of holodisk list in the pipboy +* Added a fix for the clickability issue of the holodisk list in the pipboy * Added a fix for the broken `obj_can_hear_obj` script function * Added a fix for multihex critters moving too close and overlapping their targets in combat -* Added a fix for AI not checking weapon perks properly when choosing the best weapon in combat +* Added a fix for AI not checking weapon perks properly when choosing the best weapon * Added an option to keep the selected attack mode when moving the weapon between active item slots * Added an option to set the number of additional notification boxes to the interface * Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly) @@ -852,7 +862,7 @@ Original engine bug fixes and various features based on the work by Crafty: * Fixed broken `call_offset_*` script functions * Fixed **OverrideMusicDir** not using the correct path string * Fixed a bug in `metarule2_explosions` function that caused damage type change not to work -* Fixed a crash if calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check` +* Fixed a crash when calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check` * Changed `sfallgv.sav` to be loaded before other save game files to make saved arrays available in the start procedure * Changed **BodyHit_Torso** to **BodyHit_Torso_Uncalled** because it sets both *body_torso* and *body_uncalled* hit modifiers