* CHANGELOG *
Click for a full change log.
+ ATMs: Using a broken ATM nows deals electrical damage at 3x-7x the amount as using a plug does.
+ Actors: CHARACTERSTARTUP(#7955) added. Allows you to set up a specfic and fixed group of characters to begin with at the start of a map.
+ Display Change: When unused characters in your group level up, you'll see what level they've hit instead of the increases to their stats now.
+ Displays: You can now see both your current level-time and your current game-time in the GAME PAUSED screen.
+ Characters: Ami now gains 50% extra HP from using Cola Machines, Water Geysers and Water Fountains, and she can also now increase her HP to 200% through these methods [an extension on part of her water-affinity powers].
+ Bugfix: WATERFOUNTAIN actor is 'fixed' to allow healing for the player again. This issue went unfixed for nearly 2 years since 4.8x when the HP/AP system was revamped from hard-coded struct-members to vars for higher limits for actors and players.
+ Characters: Characters now have a "Death Counter" for keeping track of how many times each one has died during a playthrough. They can be seen in a character's Status submenu.
+ New Permenant Boost Item: "Transdimensional Safe" added.
+ New Permenant Boost Item: "Stock Ownership" added.
+ New Permenant Boost Item: "Slurpee Machine" added.
+ New Permenant Boost Item: "Secret Recipe" added.
+ New Permenant Boost Item: "Safe Lock Box" added.
+ New Permenant Boost Item: "Malakian Gem" added.
+ New Permenant Boost Item: "Pair of Fixed Dice" added.
+ New Permenant Boost Item: "Rare Pirate Doubloon" added.
+ New Permenant Boost Item: "Silk Carnation" added.
+ New Items: Nine new items added, along with a brand new item category known as "Permenant Boosts". Permenant Boost items are non-equippable items that cannot be consumed, but sit in your inventory. However they grant minor, acculumative effects on your entire party or the game depending on how many of each you have. However they are limited to a degree that the effect of one of each Permenant Boost item only occurs for each member of your current party, so only up to 15 of each item can ever be fully used.
+ Items and Shops: Color-Class Armor [unused] items can be bought/sold from/to the shops now.
+ Displays: Using an Armor-type item from the inventory now shows the Armor Absorbsion % of the characters while going to select them.
+ Displays: Using a Super Atom from the inventory now shows the Armor Absorbsion % of the characters while going to select them.
+ Displays: More displays of buff timers and such will show up when using various skills in the menus now.
+ ATMs: ATM accounts can now accquire interest and grow over time. You'll see an interest rate at the welcome screen for each character/NPC's ATM account and how often it increments.
+ ATMs: A maelstrom of new ATM accounts has been added to ATM access. Some are for NPCs in future versions of the storyline, and others are various cameo accounts based on staff members or other well known people. About 20 to 30 new accounts have been added in this change, however you'll need to look through the CONs for most of them.
+ ATMs: The "Wire Funds" function has been revamped. You can no longer send money to an invalid account [thus wasting it], the name of the person you're wiring to will appear below the account number when entered, and both the wired amount of money and the receivers name will show up in the "Wire Successful" screen after completion of a wired-fund.
+ Enemy AI: Monsters can now go to nearby First-Aid Stations to heal themselves if injured badly.
+ New System: "Show Damage/Healing" is now available. A concept I wanted to add long ago but didn't know how to at the time with my [then] limited coding knowledge, thus leading to the other displays system you're all used to. After playing WGRealms2 recently, I looked through the code to figure out how they pulled it off. Admittingly, I first swiped their code almost completely to see if I could make it work in NR, but then I came up with my own ways to display it and "improve" it and removed a lot of their code and made my own in its place. This also shows AP damage in addition to HP damage.
+ Enemy AI: Monsters no longer automatically use their Portable Medikit the moment they detect their HP below 100%. Depending on the difficulty level, there is a random chance of them using the Portable Medikit every tic which increases with difficulty level.
+ Status Buffs/Ailments: The displays for the HUD and Status Submenus now displays the number of seconds [or hits for PK Shield] left for the buff or ailment below it. The text is on the small side though, but it's the size needed to fit properly.
+ Bugfix: Fixed an oversight where fortune cookies where giving enemies who grabbed them 50x the amount of HP they should have given. O.o
+ Mapping Tools: "SECRET_EXTENSION" actor added. Putting one in a sector will make the game tag it as a secret area upon level-start. This might sound redundant, but it's main purpose is to be used in conjunction with sectors which already are using a Tag that's NOT 32767 [which is the default secret-area tag]. This means you can tag underwater areas, areas knee-deep in water, elevator cars, two-way trains, subway cars, etc, as secret areas now. :D
+ Miscellaneous: Misc. Cheats added.
+ Character Voices: Duke has sounds for jumping and air-jumping [from Manhattan Project, care of Ryan Cordell's sound-ripping skills :P].