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FableForge 0.17.1
FableForge 0.17.1: a bug-fix release for modded installs.
Fixed
Installs with extracted levels now work. If your levels are loose files in Data\Levels\FinalAlbion and FinalAlbion.wad is renamed out of the way (e.g. _FinalAlbion.wad, the usual modding setup), FableForge used to say the levels and CompiledDefs were not found. Now:
- the install is accepted, and the map list comes from the loose
.levfiles; - every level write (objects, terrain, new levels, world moves) goes to the loose files, and FableForge never recreates
FinalAlbion.wadthere (it would override every loose level); - stock installs with
FinalAlbion.wadwork exactly as before.
Clearer setup check. When something is missing, the Setup panel lists each missing file with its full path. Picking the Data folder by mistake steps up to the install folder on its own.
A failed terrain write changes nothing. If re-baking a map's terrain chunk fails, the .lev is put back (loose file and WAD entry), so the level never disagrees with its terrain chunk.
Known issue
Very tall terrain edits on some maps can fail with "vertices do not fit the donor CRange span" (an existing limit of the chunk encoder, not new in this release). The write is refused and nothing on disk changes.
Point FableForge at the folder that holds Fable.exe. forge restore still puts the retail files back.