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Removed: Images in the loading screens that have been causing crashes during loading to and from combat until further notice.
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Added: Cinematic audio volume is now affected by the master volume
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Fixed: Quest objective that causes game over is now evaluated first
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Changed: FactionXSurvive objective no longer main objective for SP_Girond quest
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Added: Separated scene mouse input with scene keyboard mouse input in strategic so that panning with keyboard still works when the mouse hovers over UI elements
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Fixed: Bug where dead creatures are looted at the end of battle
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Fixed: Bug where aura effect from active ability doesn't applied immediately
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Fixed: Display bug where staggered value in spell text is multiplied by 5
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Removed: "Increases Fortitude" tool tip text when you hover over the Endurance label in character sheet
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Changed: Max cover value bonus increased from 50% to 65%
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Added: Preliminary Codex Prep
- Enables codex button in tactical
- Remove economic overview button in tactical
- Change the hovered texture for both codex and ingame-menu button with the proper ones
- Added: UI sound effect for codex button in both tactical and strategic
- Added: Codex UI assets
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Fixed: Description for Executioner Training
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Fixed: Aura effects from another character’s aura will not be removed properly when Character is out of aura range
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Fixed: Tactical character sheet aura syntax
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Improved: UI Lag in character sheet panel
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Fixed: Sandbox Epilogue cinematic now will change active map to an empty one
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Fixed: Quest option, burying the dead miner in AridClaimingQuest3 now cost 200 gold instead of giving 200 gold
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Fixed: Enemy loot not dropping if dropped by the last enemy killed
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Added: Additional Gold rewards for creature quests (250)
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Improved: Reduced delay after battle result from 1.5 secs to 0.5 secs
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Updated: Screen capture 2D to update every time strategic map is opened and every time a region color is updated.
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Refactor: Removed PAX folder
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Fixed: decals and corrupted RebelGeneric4 map.
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Fixed: LoreArchive map floor.
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Fixed: Choices with negative gold now will no longer appear if player has insufficient funds
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Added: No stop battle delay for retreat and end tutorial
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Added: New quest: In Their Defense
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Added: "Attiran Conquest" label to save game that is saved in the Sandbox mode
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Added: Gold condition check in In Their Defense quest Post Battle Dialogue
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Changed: War Worn Wretches map from TM_RebelGeneric4_Night_Primary to TM_RebelGeneric4_Dusk_Primary because TM_RebelGeneric4_Night_Primary is corrupted
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Changed: Initial character level at the start of ActSandbox is 5
Added: 1 of each weapon in castle inventory at the start of ActSandbox (Attiran Conquest)
Added: Fully Implemented BracatiEvent for ActSandbox
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Internal: Exposing GenerateItemForGenerator to blueprint
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Added: Disclaimer at the start of sandbox mode (Attiran Conquest)
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Fixed: Additional and correct quest lifetime timing
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Updated: Characters and Items for the quest In Their Defense
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Fixed: null reference at the end of battle
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Added and reorganized Male and Female Battle Cues
- ClaimantTaunt, DefaultMale, 2, 3, 4
- RebelTaunt, DefaultMale, 2, 3, 4
- FemaleClaimantTaunt, DefaultFemale, 2, 3, 4
- FemaleRebelTaunt, DefaultFemale, 2, 3, 4
- Female Rebel + GenericAction Cues, Default, 2, 3, 4
- Female Rebel + GenericAction Cues, Default, 2, 3, 4
- Loyalist, Female HitReaction - DefaultFemale (for all)
- Loyalist, Female TurnStartNotification, DefaultFemale, 2, 3, 4
- Loyalist, Female MoveConfirmation, DefaultFemale, 2, 3, 4
- Loyalist, Female WoundedTurnNotification, DefaultFemale, 2, 3, 4
- Male DeathReaction and RebelTaunt Cues
Updated and remixed Male and Female, WoundedTurnStart and FDeathReactoin
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Added: Leivan and Quintes non-essential marker in sandbox mode
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Base implementation for sandbox mode:
- Sandbox Act
- Button to start sandbox in both main menu and test menu
- Player can not start sandbox if he has not finished Act I
- Player can, however, play sandbox if he played the older version of the game
- Sandbox starts in day 1 with the same party as in act I
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Fixed: null reference in behavior tree check archetype decorator
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Added: new LoreArchive map.
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Fixed: Changing GoldIncomeModifier from the dialogue doesn't work, now the GoldIncomeModifier value will be saved
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Changed: FixCover related variable from WITH_EDITOR into EDITORONLY_DATA
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Refactor: Remove some unused assets and variables related to tactical game mode and session
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Added: Balanced the amount of gold in dialogue
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Fixed: localization key name conflicts in the code base
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Refactor: Remove unused assets, mostly related to PAX
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Fixed: Switching between general and weapon ability tree via the header title in the strategic menu is now using the same procedure as switching it via navigation button. This fixes the bug where up arrow notification is not affected by switching via header title
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Fixed: Incorrect archetype check for thermal, spirit, and arcane mage archetype variations
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Refactor: Remove old Game Prime related assets
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Fixed: Stop turn order from going to the next character when the battle ends
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Changed: Quest lifetime will continuously count down during journey
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Fixed: Character effects (buffs and aura) carried over through subsequent battle
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Fixed: Bug that collapses the loot panel when the player selects 'Takes all' in the battle result's screen
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Fixed: Typo in Antihalus Claiming Quest
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Fixed: Conquest win now show Leivan as king if Tavias never fight him, instead of Tavias
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Changed: the PDT slider label to 'Personality Distance Threshold'
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Added: a new gameplay option : Personality Distance Threshold slider
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Added: A functionality in grid manager to detect overlapped covers (covers that has the same index)
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Removed: Overlapped cover in TM_AttirasLibrary_Primary.umap
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Fixed: Finish quest from dialogue at the start of battle will stop the battle without delay (this fixes the bug where such thing will sometimes makes the game stuck)
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Fixed: bug where camera can still be controlled by player in tactical battle finish delay
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Fixed: finishing the quest doesn't trigger the Finish Quest Event
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Changed: If multiple quest objectives are completed/failed at the same moment in tactical battle, the worst one is chosen
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Fixed: Spellcasters will no longer target any character that has been vanished
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Fixed: Bug where Tactical Finish Battle is triggered triggered multiple times when more than one character died at the same time and at least two of them triggers end battle
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Added: A delay of 2 seconds before the result is shown in battle
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Fixed: All units will face nearest enemy at the start of battle
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Added: Screen capture 2D in strategic map has been changed from capturing per tick to capture on request
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Added: Balancing gold in Rebel arc
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Fixed: Foros' equipment bug fixed
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Fixed: Choices that give money, item, or characters in dialogues that is not part of the quest wouldn't show in the dialogue result (although said rewards are still granted to castle inventory/garrison)
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Improved: Spellcaster AI now only targets friendly unit and not neutral unit for healing and defensive spells
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Improved: Balancing gold in Act 1 and Act 2 Loyalist arc
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Fixed: Explorati report post-Coalescence now change depending on whether Rebel/Claimant faction still exists
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Fixed: Strategic main panel is now scales to fit the screen, so there's no cropped information anymore for resolution scale 16:10
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Changed: Reverted the minimum resolution scale back to 16:10
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Fixed: Bug where party is still going to its target quest node even though the quest in that node has finished (either by story or timed out).
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