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Bugfixes for the game as a development patch.

Table of Contents

Patch Notes

Fixes

  • Changed the movie render scale to fit-to-window.
  • Fixed renderaabb not showing up properly on all tiles. #43
  • Fixed skylight beams (forest sunbeams, etc.) not rendering properly in all cases.
  • VM: Fix script commands not properly accessing area UUIDs. #41
  • CampaignDB: Fix RetrieveCampaignVector returning zeroed out vectors. #44
  • Fixed a heap overflow read when spawning a encounter list.
  • Linear filtering on post processing passes has been disabled. This takes care of yet more (subtle) ghosting.
  • [Windows] OpenAL: Fix crash when no sound devices are available.
  • [Windows] OpenAL: DLL was replaced with OpenAL Soft, fixing launch crashes when OpenAL was not installed.
  • [Windows] OpenAL: Address issues with sounds disappearing during long play sessions.
  • [Windows] OpenAL: Fix issues with sounds disappearing when too many sounds are playing at the same time.
  • VM: DestroyArea() now behaves the same as DestroyObject(): Instead of destroying the area immediately, it schedules it for removal immediately after script exit. This fixes accessing freed memory when destroying an area from an area event.
  • VM: GetCasterLevel() now returns 0 for AOEs instead of crashing. #34
  • classes.2da: fix not using SpellcastingAbil for non-memorising casters. #39
  • [Windows] nwhak.exe: Add support for ktx, ttf, sql, tml, sq3, lod file types.
  • [Windows] We fixed settings.tml sometimes not being written out properly.

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