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Releases: Nafeij/Drake-s-and-YaK-s-Unofficial-Fixpack-for-BS2

v3.3 - 6 Feb 2024

06 Feb 10:33
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  • Fixed bug where the skulker eggs thrown by barb hurlers would not spawn skulkers. The _abl_hatch ability was targeting the wrong entity (ENEMY instead of OTHER).
  • Spelling corrections.

v3.2 - 6 Feb 2023

06 Feb 08:53
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  • Fixed variation of previous Ekkill import bug where his state is not correctly set if you have Ekkill has a prisoner and release him afterwards.

v3.1 - 26 Jan 2023

27 Jan 00:15
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  • Classed-based chievements for kills continue to trigger and grant 5 Renown after the first time unlocking them, per battle, within the same playthrough. Fortunately, the game saves a variable named in the format "acv_..._unlk" when this happens, so we can check for it in \engine\saga\Saga.triggerVariableHandler and prevent multiple unlocks in the same save.
  • If one of your heroes with an item gets killed, and is possessed by Eyeless, defeating your hero grants you a duplicate of that item. The game also tags possesed entities with a unique "POSSESSED" tag, which can be checked in engine\battle\entitiy\model\BattleEntity._handleDeath_pre to prevent them from dropping their items.
  • The passive on all types of Dredge Hurlers, Distraught, isn't triggering properly. Apparently simply changing "responsePhase" to "POST_COMPLETE" in its corresponding entry in _ability.index.json is enought to fix this.
  • Some messiness with how the battle at Arberrang is handled if you side with the king and call in archers. This took a while because it involved not one but TWO bugs:
    1. For some reason, the game counts all the barricades in the arberrang fight as part of the enemy team, preventing the battle from ending upon killing all enemies. Changing some vars in btl_arberang_gate.json fixes this.
    2. Even so, the battle still does not end if the last enemy is killed in a scripted event, a la Oddleif or Nid. The game only checks when for the victory conditions when an enemy (or prop) is killed, not when a turn is ended. This is a hunch, but I suspect the event triggered for the unit's death is discarded when the game is processing a scripted event (or happening), and 'killing' a barricade yourself triggers it again. Unfortunately, the fault is baked in to the game logic and unfeasible to fix; the workaround used is to relinquish control of Nid and Oddleif to the player when either side is down on units.
  • Some characters may get obscured in conversations due to poor positioning (e.g. Dusi gets obscured by Juno and Apostate gets obscured by Bolverk).
  • Miscellaneous typos.