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Releases: againrom/againrom-engine

Againrom 0.122.0

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@github-actions github-actions released this 13 Oct 08:19
  • [Starter] Every caption of the starter window comes from one table in English and Russian. With a Russian base the buttons, labels, headings, status and error lines read in Russian, using the game's own Russian words where the install has one (Delete, On, Off, Skills, Saved Games and others). Mod setting labels stay the mod's own.
  • [ROM1] In the tavern and the town, a companion who joined the party (Naira with a female hero, the companion of mission 100 with a male mage) now answers his or her own lines with the right voice recording and statistics. Before, Brian answered for them.
  • [ROM1] Mod authors write a mission's texts in UTF-8: event and tip pages, the world map's briefmap.txt, the title and the briefing. The game encodes them for the base it runs on, so one mod folder shows Russian on the Russian base and English on the English one. A text file written in the base's own bytes still works. modmission copies an installed mission's texts out as UTF-8, and the map editor warns before it saves into a mod when the map's script sends a message the mod gives no text.
  • [ROM1] The map editor's brush keeps a cell the map's author closed closed: a terrain stroke beside such a cell no longer makes it walkable. The map check also names more cases for a mod author: a drop-cell table that mixes cells with a zero coordinate and valid cells (the party may land on a random cell), and a unit placed in the border ring, which the game removes when the mission loads.
  • [ROM1] The map editor gives a map a win and a loss. In the script panel (G) a map that has none gets rows that add a win arm, won when a chosen unit dies, a chosen group is wiped out or a chosen structure is destroyed, and a lose arm, lost when a chosen unit of the party's side (roster slot 1) dies. Enter on a row, then a click on the unit, a unit of the group or the structure adds the arm as one step that Undo takes back. A new map saved into a mod, with a drop cell, a unit of each side and the two arms, is won by killing the enemy and lost when the chosen unit dies.
  • [BASE] No unit fires on the move. A mage on automatic casting walks to where it was sent and casts only once it stands there; after any spell a unit stands until the spell's recovery ends, then carries on with its orders. Units sent to attack-move stop, turn and fight what they meet, then walk on.
  • [ROM1] Mod authors can type typographic quotes, dashes and the ellipsis in a mission's texts, title and briefing: the game writes their plain forms (", ', -, ...) instead of dropping them. The map check now names a text file with a character the running base cannot show, and the editor's report follows a page added to the mod's texts folder while the map is open.
  • [ROM1] The game checks the map of every mod mission, guest and replacing, with the map editor's rules when the mods load. A map the editor reports as an error is refused, naming the mod, the file, the line and the rule; a map with only warnings loads and the warnings print on the launcher's standard error, which the starter's check shows. Mod authors: run the starter's check after saving a map into a mod.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. The map editor, mapedit.exe on Windows or ./mapedit on macOS, opens from the starter's Map editor button. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: cec14a8

Againrom 0.121.0

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@github-actions github-actions released this 13 Oct 01:24
  • [ROM1] A freshly started mission follows the same cell rules as a loaded save. Creatures cross building doorways and bridges at the original's speed for those cells from the start, and no creature at the start of a mission steps onto a cell that would stop it after loading.
  • [ROM1] A mod that changes the terrain movement costs (map.reg) now changes how creatures move on every mission.
  • [BASE] The #pickup all cheat picks up every sack as an ordinary pickup: the message line names the gold and each item picked up, quest documents go to the main hero, and a mission event that waits for a sack to be picked up follows as it does after a normal pickup.
  • [BASE] Fire Wall sounds: its fire crackles from the moment the wall rises until it burns out, even when the view stays still. Before, the sound waited for the view to move or for the next bird call.
  • [ROM1] In the tavern, the speaker who offers the mission for the repaired catapult speaks both lines aloud. A tavern speaker with no recording for the hero's sex and class plays the conversation's own recording instead of staying silent.
  • [ROM1] The shopkeeper says one line about an item you take from his shelf instead of running through all of its lines one after another. A magic item gets its effect line, a book or wand its spell line, and other goods one of their own lines, picked anew each time.
  • [ROM1] A game saved after playing on from an original save loads back exactly as it was left: a monster holding an attack keeps it, a monster that moved and died stays where it fell, and heroes sent away from their group keep their new orders.
  • [BASE] A step from one cell to the next completes before a new order acts. Giving a spell order to a walking hero, such as Magic Shield on the hero or a spell at a target, no longer throws the figure to the centre of the cell it was entering: the hero finishes the step, then casts.
  • [ROM1] The map editor checks the map before it saves. Save As, and Ctrl+S into a mod, first list what is wrong: each line names the record and the rule it breaks, and clicking a line selects the record and scrolls the map to it. A map the game could not build or play, such as a unit outside the map, a script that names a unit or group the map no longer holds, or an owner the map's sides do not list, is not saved and the list stays on screen. Things that may only play differently, such as a unit on ground it cannot enter, two structures over the same cells or two sacks on one cell, are listed and the map is saved. R opens the same list at any time; mapedit -check prints it.
  • [ROM1] The map editor moves the drop cell and sets what wins and loses a mission. D then a click on the map puts the party's drop cell there (a map without one gets one); G lists the win, lose and protect arms of the map's script, and Enter then a click on a unit or structure points an arm at it, so a different creature must die to win, or adds a protect check that loses the mission when a chosen unit dies. Every change undoes and redoes, the checks of the report apply to it, and a saved map plays as a mod mission with the new drop cell and the new targets.
  • [ROM1] The map editor paints terrain and heights with a brush. T paints the chosen terrain (grass, land, sand, cracked ground, flowers, rocky ground, savanna, high rocks, water, road) over a round area of the map, H raises or lowers the ground, and [ and ] set the brush size. Painted cells get the transitions toward their neighbours, a drag is one undo step, and a saved map plays with the painted ground's movement costs and heights: creatures walk around painted mountain and across painted grass.
  • [ROM1] The map editor creates a new map. N lists the sizes above the installed maps (32 to 256 cells a side); the new map opens as any other, U then a click and a class number puts a unit on it, and Save As or Ctrl+S into a mod writes it. mapedit -new 48x64 -out map.alm writes the blank map. The report names a map with no drop cell whose fallback landing cells leave the map.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. The map editor, mapedit.exe on Windows or ./mapedit on macOS, opens from the starter's Map editor button. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: 20c015a

Againrom 0.120.0

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@github-actions github-actions released this 12 Oct 20:03
  • [BASE] Once a spell's mana is spent, the cast completes. Clicking the same spell again while it is being cast spends nothing and does not start the cast over. Choosing another spell or target during the casting no longer cancels it: the new cast follows when the first one is released, and each spends its mana once, when its casting begins. A move or attack ordered during the casting also waits for it.
  • [BASE] The in-game menu opens at once, however many saved games the folder holds, and the Load list opens quickly the second time. Both games read each saved game once and remember it until the file changes.
  • [ROM1] Your companions and your hero speak mission lines in their own sex. Where a mission has a man's and a woman's version of a line, as in the New Catapult mission's argument about which way to go, the version shown now matches the person speaking, with that person's portrait. A companion's line is shown with that companion's own portrait, not with another hero of the same sex.
  • [ROM1] The map editor comes in the release archives for Windows and both Macs, beside the game and the starter. The starter's new Map editor button (Редактор карт on a Russian install) opens it on the selected first-game install, with the install's map list. In the editor you open a map, inspect its records, drag units to new cells, clone units (C), delete them (Delete, or fn+Delete on a Mac keyboard) and change their fields (E), undo and redo, and save the map as a copy outside the install.
  • [ROM1] A mod can replace the map of a campaign mission: when the campaign reaches that mission, it is played on the mod's map, with the mod's title, its briefing (the text of the objectives panel) and its texts where it gives them; the world-map briefing and every other text file the mod does not give stay the install's, while the rest of the campaign stays as it was. Saves made in that mission load only with the mod. The map editor started with -mod <mod folder> saves the edited map straight into the mod with Ctrl+S, at the path the mod's mission entry names.
  • [ROM1] In the map editor a structure or a sack can be moved, cloned, deleted and changed, as units already could, and a sack can be added. A sack takes its items and gold, and a unit's stock its items; each change is one Undo step.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. The map editor, mapedit.exe on Windows or ./mapedit on macOS, opens from the starter's Map editor button. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: 169a2eb

Againrom 0.119.0

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@github-actions github-actions released this 12 Oct 16:04
  • [ROM2] Spells look and sound like the second game's own. A missile, the cells an area spell strikes and the sound of each come from the second game's pictures and sounds instead of those of the first-game spell with the same number; a spell the second game draws without a picture shows none, and one without a sound stays silent. Effects last, flicker and light the ground around them by the second game's tables where those are known.
  • [ROM2] Blizzard's ice pieces fall from above onto each struck cell and then shatter there, as in the original.
  • [ROM2] Item descriptions and spell lists name every spell from the second game's own text, Slow included, and the spellbook names the spells it holds the same way. In the Russian version Prismatic Spray keeps its own name instead of the first game's name for Drain Life.
  • [ROM2] In the inns, the companions ready to join you sit first, before the people you can talk to. Click a companion or press Hire: they agree or refuse in their own words, and a hired companion's seat is marked. Click the companion again or press Fire to let them go. Saving and loading keeps who is hired. After a mission a hired companion rests and refuses to be hired for the next one. Hired companions do not yet follow the hero into a mission.
  • [ROM2] Clicking a person in an inn starts the conversation at once instead of only choosing the seat.
  • [ROM2] A conversation in the druids' inn that changed nothing now does what it does in the original: a companion becomes ready to hire there, the conversation is not offered again, and a later mission in that inn becomes available.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: 165270e

Againrom 0.118.0

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@github-actions github-actions released this 12 Oct 12:23
  • [ROM2] The shops of the second and third towns open from their squares and trade like the first town's shop, with their own pictures and stock. Saving and loading keeps the gold and the items bought; loading a save made in a town fills the shops anew, as in the original. In the Kaarg shop the fire flares up while weapons are chosen and dies down again.
  • [ROM2] The druids' shop shows its fourth group from the seventieth mission on, and the conversation in the druids' inn fills it with elven goods; before the conversation the group is empty. A shop's goods are also drawn again after a mission or story step changes what that town sells.
  • [ROM2] The shopkeepers move: after a few idle seconds they play a gesture, and they answer a purchase or a sale. In the first town the keeper also nods when you change the group and shakes his head when you cannot afford a purchase; the Kaarg keeper speaks.
  • [ROM1] At the start of a mission every creature and character placed on the map faces the way the original turns it, each its own way, instead of all facing the same direction.
  • [ROM1] A save made during a mission stores more of each creature's movement data as the original holds it at that moment, so the original game and this game go on from such a save more alike.
  • [ROM2] The main menu's buttons do what they do in the second game: New Game, Load Game, Cut Scenes, Credits, Hall of Fame and Exit. Load Game stays dark until any saved game exists in the saves folder (a save of the first game kept in the same folder also lights it), and Cut Scenes opens only after a cutscene has been seen. Multi Player and Server still do nothing: multiplayer comes after the single-player game is complete.
  • [ROM2] Load Game opens the second game's own Load Saved Game page: the saves listed by their names, newest first, with the time of the selected save below the list, and Ok, Delete and Cancel. Saves of the first game are no longer listed there.
  • [ROM2] Saving opens the second game's own Save Game page. Type a name and press Ok: the first row, the empty slot, writes a new save; choosing a saved game puts its name in the box, and Ok then writes over the chosen save without asking, as the original does, even when another save with the same name is listed above it. Typing the name of a listed save, with no save chosen, writes over the newest one with that name.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: f3083ea

Againrom 0.117.0

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@github-actions github-actions released this 12 Oct 06:38
  • [ROM2] Blizzard works: creatures that know it now cast it. The storm strikes 32 times, one cell after another around its target, hurting everyone there (water protection softens it, and the caster's own side is not spared) and damaging buildings. A save made during a Blizzard loads with the storm still going.
  • [ROM2] A save made while a Poison Cloud or another lasting cloud hangs over the map is no longer refused.
  • [ROM1] A save made during a Meteor Storm now loads with the storm exactly as it was saved.
  • [ROM2] In the first town a click on the shop opens the shop. The shelves show the stock in four groups with each item's name in the game's language, its quantity and its price; Buy, Sell and Undo trade at the original's prices, and a sale pays half the price, rounded. Items bought here stay with the campaign and are not yet carried into a mission. Saving and loading keeps the gold, the items bought and the shop's stock. The shops of the second and third towns still do not open.
  • [BASE] Game Options has a new AutoCast mode button. It sets how your mages cast support spells by themselves: Minimum heals and shields, Average adds Bless and Haste, Maximum adds the protections and Invisibility. The choice is kept in saves and in your settings.
  • [ROM1] AutoCast mode is Off in a new game and in older saves, so nothing changes until you choose a level. A spell armed in the spellbook, autohealing, Ctrl+U and Ctrl+A work as before; with a level chosen, your mages cast its spells after their armed spell.
  • [ROM2] Items in a mission's sacks and item hints now show their own names, for example "Treasure", instead of numeric codes.
  • [ROM2] AutoCast mode starts at Average and offers Minimum, Average and Maximum, with the game's own captions.
  • [BASE] A mage fighting in melee range still heals and buffs by the AutoCast level; a mage attacking from range keeps attacking.
  • [BASE] The spellbook shows the damage, range and duration a cast actually uses. A mage whose skill plus Mind is below 30 no longer sees much larger figures than the spell deals, a mod's damage table shows its whole damage, and in the second game the top of a few spells' damage range is no longer one point too low.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: d5f37cc

Againrom 0.116.0

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@github-actions github-actions released this 11 Oct 23:28
  • [ROM1] Mods can add a mission that another character plays alone between two campaign missions (data/missions.toml). The party waits unchanged; when that character wins, the game goes on to the town, where the character joins the party with the experience, skills, spells and items gained. A save made inside such a mission loads only with the same mod. The repository's example mod reniesta lets the mage of Plagat play a copy of the first mission's map after mission 20; modmission copies that map from an install into the mod.
  • [ROM2] The character creation screen looks more like the original: pointing at a difficulty, a portrait, the name, OK or Cancel shows its hint; "Name:" and the typed name are gold and yellow; the attribute numbers and the points left are gold on their boxes; the statistics card stays inside its frame; and weapon hints show in the original's dark box with gold text and their own line breaks.
  • [ROM2] The tip on the second page of character creation now sits at the bottom centre, between the statistics card and the portrait.
  • [ROM2] The second page of character creation has a fourth button, Restore, which returns the hero's starting attributes and skill, as in the first game.
  • [BASE] Mods can set spell damage above 255: a value of 300 stays 300 before power scaling, and the spellbook shows the whole damage range. Saving a spell already in flight still limits its saved base and spread to 255 each.
  • [ROM1] Spells deal the damage the original deals: before resistance a hit lands inside the damage range the spellbook shows, a negative resistance now increases spell damage instead of being ignored, Heal and Drain Life always give at least one point more than the lowest number shown, Fire Sacrifice follows the original's figures, and Stone Curse lasts longer on a target with negative earth protection.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: 6f9f622

Againrom 0.115.0

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@github-actions github-actions released this 11 Oct 20:34
  • [ROM1] Enemy groups away from the party wait at their posts until the party comes near, as in the original; a group the mission's script names acts wherever the party is.
  • [ROM1] A new mission keeps the original's time as a loaded save already did: regeneration and the decay of bodies run on the original's full-tick cadence, a fallen body's health drains more slowly while it lies on the field, the script's time counter runs even on maps without a script, and a mission's outcome is announced one moment sooner.
  • [ROM1] The mission minimap now shows the original's picture: the real ground colours with the map's light and shadow, the crystal showing through where nothing has been explored and half through where the fog has returned, buildings at their real size and units in their owner's colour where the party can see them, and a white frame around the part of the map on screen. It still fills the whole crystal, and clicking it still only moves the camera.
  • [ROM1] Fixed the position of stack counts and gold amounts in the mission
    backpack.
  • [ROM1] The school's idle skill shine starts after half a second and cycles
    faster. Hovering a skill pauses it and restarts the idle delay.
  • [ROM2] The third town, the druids' town, is a picture instead of a list: the square shows its shop and tavern, the woman and the man who step out when the pointer rests on the shop or the tavern, the lizard and the bug, with hover hints, and the innkeeper and the shopkeeper speak when clicked. The inn shows its water and taverner beside the people to talk to; Exit or Escape returns to the square, and a save made on the square or in the inn loads back into the same place. The shop still opens nothing.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: 215644a

Againrom 0.114.0

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@github-actions github-actions released this 11 Oct 16:49
  • [BASE] The mission minimap marks every ground sack in sight with an amber dot,
    under a new Game Options entry, on by default. A sack hidden by fog has no dot,
    and a unit standing on a sack shows its own colour.
  • [BASE] The Game Options window is one row taller so the new entry fits; every
    control keeps its place inside the window.
  • [ROM2] The first town is a picture instead of a list: the square shows its
    gate, guards, tavern, sign, stars, weather vane, birds and passers-by, with
    hover hints, and the inn shows its candle, cauldron, taverner, the people to
    talk to on their seats and the Talk and Exit buttons. The gate stays shut,
    and the guard says so, until the first inn talk; Exit or Escape leaves the
    inn for the square.
  • [ROM2] Kaarg, the second town, is a picture too: the square shows its gates,
    which open while the pointer rests on them, the guard on his rounds, two
    girls and a sleeping man, with hover hints and the shop and inn highlights.
    Clicking a girl, the guard or the sleeping man opens what that person says
    at this point of the campaign. The inn is the same page as the first town's,
    with Kaarg's own room and taverner; the shop still opens nothing.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: 9d0d37c

Againrom 0.113.1

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@github-actions github-actions released this 11 Oct 11:40
  • [ROM1] The witch brought to the village in the first mission stays there
    instead of running back to where she stood at the start. A unit a mission
    script hands to another side now holds its ground where it stands, as in
    the original.

Windows AMD64, macOS Intel and macOS Apple Silicon. Unpack into a separate folder and run starter.exe on Windows or ./starter on macOS. Mac builds are unsigned and not notarized; see README.md for Gatekeeper instructions. A lawfully owned game install is required. No game assets or player profiles are included.

Source commit: 93d1201