Okay! After releasing a release candidate that really wasn't ready for release, I'm now releasing this one. Whether or not it's ready for release will be up to you guys!
Again, I'd like, not only any problems, but actual "yay" or "nay" votes on whether you think the remaining problems (because of COURSE there are remaining problems) should prevent the release of Inaria.
3) What happened to the skill/spell explanation? New Game pops up the story, then 'Let it begin!' but the extensive information present after 'New Game' (compared to RC1) has completely vanished.
Can I be a jerk and ask for a savefile? Throughout testing I never really played through the game, and my testing time is really (really) limited. I'd really like to experience the other parts of the game.
a_p: Can you send me a save file or tell me where it happens? I'm running all through the left edge of the Underwater Passage and it's not happening there. Thank you.
Mommy/hostile dragon problem fixed for good; they were using the same unit type ID.
cfx: Spell/skill explanation has been moved to "help" in the options menu.
cfx: If you want to see more of the game, use the editor. Press CTRL-E during the game. It will allow you to switch maps and teleport around. Teleport over to the island and pick up the Viridian Armor and Sol's Sword and you should be able to chop your way through the game no problem.
a_p: I swear I'm not seeing this. I just did the entire Castle of the Slornite King twice and the teleporters didn't respawn any enemies. Are you sure they weren't just in a place you couldn't see them because of LOS? Now, if you leave the castle and come back, that will respawn everything. Except the King, if you killed him.
Just noticed: The teleport problem only occurs if you close the game, then open it and load your save. If you then use a teleporter on the saved map, it will reload the entire map. If you use the teleporter again it will behave normally and not reload the map.
Ah, there we go, that's the detail I was missing. Savegames don't have the same filename as the maps they are based on, so the first teleport won't match the names and NOT respawn everything. Fixing now.
Actually no, not fixing now, because the map link system doesn't know what the destination map's name-name is because it hasn't loaded it yet. It only knows what its filename is. I could fix it, but it would introduce new code that might be buggy and I don't think it's that big a problem.