fixed: bug where any damage caused by a monster's action could be avoided if player opened either a character window or settings while the action was animating (thanks @SkittishKavu1)
fixed: bug where the local map couldn't open by clicking the 'Local Map' action key shortcut (by default, 'M'), if you were holding an item or a spell was highlighted / view description
fixed: bug where a town door couldn't show its label instantly, when a game was loaded while facing that door, one had to slightly move the mouse to show the label
fixed: bug where clicking 'reroll' on 'character creation' on 'Skills' page, was causing a crash if there were three (3) skills added (thanks @Asperger Berzerker)
fixed: bug where starting a new game didn't working normally if it was followed after a loaded game, ending up triggering wrong events etc. The issue is that a few details of previous loaded game were making it into the new game instead of starting anew (thanks @elenda*******)
fixed: bug where some map names couldn't work well with save system, mostly the ones having a comma. Updated the save system so this wont be a concern anymore and also added additional code to silently convert previous saves to updated format, although minor issues might still persist
fixed: bug where some wall columns weren't shown on a stairs leading down
fixed: bug where world map was not showing the visited maps correctly, under certain conditions
fixed: bug where a banner with an event attached to it, would keep showing its event on click and mouse hovering, even if the banner was hidden by another event
fixed: bug where items where created with enchantments not allowed for these item types (i.e. 'fire damage' enchantment for gauntlets is not allowed, as per '14.2.2. Named enchantments'). This led to buggy damage calculations. Now, enchanted items created are only using their allowed enchantments. Finally, items in loaded games (created from previous game versions) are checked and deleted if they have non-allowed enchantments (thanks @SkittishKavu1)
fixed: bug where a few map names were breaching the save/load slot available space, on 'Settings -> Save / Load Game' tab. Now, these map names are properly wrapped in next line
fixed: bug where the soundtrack on NPC storytellers events was not repeating
added: abilities are increasing differently between a race (like 'dwarf') and a subrace (like 'stone dwarf'). In short, the changes added to make main races more useful and not being just a subset of their more specialized subraces. Read more in '4.3. Abilities increase per level' (thanks @Acrux (rpghq))
added: feats in character page 'Feats' requiring a profession (i.e. 'Last Stand' requires a knight profession), are filtered by that profession, not showing in characters of another profession, while also showing with a special 'brown' exclamation, instead of usual 'blue' exclamation for regular non-profession restricted feats. This makes it easy to know which feats 'belong' to what character (thanks @Acrux (rpghq))
added: a new minimap object called 'Banner', showing up the text banners in a dungeon. This is useful as many events rely to hints coming from banners. In addition, minimap objects 'Town' and 'Tower' were merged to one single tile, namely 'Map'
added: new feats, 'Sorcerous Revival' (for wizards), 'Beacon of Resilience' (for paladins), 'Sharpshooter' (for rangers)
added: a 'shrine of soul' in 'Drakenmoor Flatlands', just outside of 'Withered Keep, Courtyard', to help a bit against the soul attacks
added: new maps 'Withered Keep, Level 1', 'Withered Keep, Level 2' (can be found in new content)
added: new monsters 'Brimstone Demon', 'Redhorn Demon', 'Hellfire Devil', 'Cactus', 'Needle Cactus' (can be found in new content)
added: where there's no-lighting (i.e. through torch, spell or item enchantment), the party orientation isn't shown as well, either in minimap/map (instead of a party direction, a question mark is shown) or in compass ('???' are shown), which will add a little more difficulty on dungeon exploration
added: the concept of magical darkness and also inability for the party to add lighting is now introduced to special dungeons (can be found on new content), adding more difficulty and variation
added: technique-based weapons (i.e. daggers, short swords) are now using 'technique' to compute their damage as well; this will help professions such as thieves/rangers to deal more damage with their smaller weapons (since they end up with higher technique). Read more in '10.4.2. Damage by Melee weapons'. (thanks @Hallowed Vulpine, @shafkhan2001)
added: updated the 'strong abilities' for clerics and wizards, now having 'intelligence' and 'technique' instead. This is to help as well these professions to land more hits with their smaller weapons, when they can rely on their spells no more.
added: default resolution is now set to 'letterbox' (with best / highest resolution) when the game launches for first time. This guarantees that the game will cover most of the desktop window, while respecting the aspect ratio. Previously, it was set to 'fullscreen' which caused distortions / stretching in multiple setups (thanks @Jimbly)
added: replaced the soundtrack used on companion NPCs and also on story tellers NPCs with a more matching one, should blend nicely with any map soundtrack (thanks @Her Serenity)
added: a checkbox option to disable 'NPC voices' in settings. By default this is enabled. When disabled, no NPC voices will be heard when entering shops, talking to NPC hirelings etc. Not only that but the delay to start the actual soundtrack will be also reset, meaning the soundtrack will start playing immediately if the option is disabled (thanks @Her Serenity)
added: a new tower prop in world map, to be used in dungeons like towers, keeps, castles etc.
added: new town 'Sunglade', with a desert theme that can be travelled through 'Crimson Bay'. This town includes a lot of the missing skill trainers, with a few remaining still for next village/town (can be found in new content)
added: new overworld map 'Goldenfields', a vast desert north of amphill's monastery, accessed through new town 'Sunglade'
added: travelling cost through a stable is now reduced about 40% as it was pretty high (travelling from crimson bay to amphill was costing 400g, now it costs 160g). This will make frequent travelling / revisits a lot more affordable as the game is based on this pattern
added: new terrain type 'sand', along with a few matching plants, used in full desert maps (can be found in new content)
added: new sprites for holes / pits, opening up the way for more puzzles (can be found in new content)
added: the location of the next expertise skill trainer is now shown in skill trainer text, at the end of it i.e. 'Next trainer at xxx'. This way you'll know where you have to go to advance on a skill. If there's no such information, then no next expertise skill trainer has developed yet, as the game searches internally to bring that information (thanks @elenda*******)