- New: Keep Doors are targetable now, this means they can be attacked and destroyed
Interacting with doors now moves you a little higher to avoid the floors of towers
- New: Basic handling of repairing for keep components and doors
- Bugfix: damage add/shield on pet/charmed mob work now
- Bugfix: MovementMgr.cs ... /path save command should work now! FINALLY!
- Add: The path is now visible shown by bags on the ground that are named as
"TEMP PP x" where x is the pathpoint number. Can be removed via "/path hide"
- Changed: Made the path script much cleaner and display more messages!
- Changed: The AbstractCommandHander, DisplaySyntax shows syntax in system window.
- Changed: Empty directories in Script assemblie (bin/obj/...) are not copied
to the output directory anymore.
- New: Reserved eProperty IDs for TOA/CATA bonuses
- Changed: GM can jump to keep on warmap in debug mode
- Bugfix: correct compomenent/hookpoints coordinates (as it happens keep.heading in base is angle)
- Bugfix: buy on hookpoint use money/bp/gbp
- Bugfix: Savage get now protect ability
- Bugfix: Bleeding no longer hit you for 0 damages
- Bugfix: Main hand fumbled stop left hand swing and don't start next attack
- Add: Pet max level hard cap from db
- Add: Slash resist debuff spell
- New: Spell.EffectGroup field defines which effects don't stack (same group)
- Changed: Some messages to show more info
- Changed: TargetInView check is done only for players
- BugFix : null exception in game siege weapon target handler
- Change : improove hastener to not load the spell all the time
- Add : in comment, spell in siegeweapon until db contain spell for it
- Add : new spellline type siegeWeapon_spells
plus de mal que de bien l'add domage et d'autre truc ne fonctionnes plus du tout et vus que je suis paladin sa me gene énormément pourais-tu remédier a tout sa plz