*** 1.19m is a BETA patch ***
*** 1.19m is scheduled for release on 4/14/2011 ***
Changes:
1. Fixed bug where action entries used for a combat ability would always trigger that combat ability when clicked, even if reassigned a different action when being reused, caused by some entry info not getting cleared out.
2. Fixed bug where dragon breath effect (and any other attached spell effect that isn't a projectile) would play throughout the entire battle once triggered, floating on the tile where it was triggered.
3. Fixed bug where casting a spell from an army with a spellcaster leader on the main map, with the army selected instead of a particular subunit, would cause every unit in that army to cast the spell.
4. When you select an army on the main map, it now only shows the spellcasting action if the leader can cast spells, and if selected, only the leader casts the chosen spell.
5. Fixed bug where, if you finished researching all spells and reached the max spell level, it would start automatically researching non-existent spell levels beyond the max spell level.
6. Fixed bug where the dragon's breath sfx would occasionally not play until the target unit took damage, causing the attack itself to be silent and the attack sfx to linger long after the attack.
7. Map Data now does selective updates of ZOC lines.
8. Improved ZOC performance – huge map save game used to take 30s to update the ZOC at the end of a turn, now takes 14s. ZOC is no longer cleared every turn and re-calculated; now the objects update the ZOC nodes as necessary, but the graphics and environment do not update until the end of the turn. It would now be much easier to move the ZOC updating code into a thread so that it could update in realtime. The ZOC Calculator now tracks which tiles have changed ownership so it only does the end of turn updates if something has actually changed. It still has to re-draw all the lines even if only one sector was affected (I’m working on that).
9. Fixed bug where killing a unit in a tactical battle that had tactical modifier effects from spells on it would cause it's stats to get recalculated using a function with auto-killing logic in it, so that the parent unit would immediately be set to be destroyed, causing bugs like the sovereign dying and immediately ending the game, because no retreat or battle-finishing logic was reached.
10. Fixed a series of population and prestige-related bugs that conspired to cause cities to have negative population and huge power ratings. The details about changes in City.cpp talks more about the bugs.
11. Fixed crash on closing a game that had a tactical battle in it, caused by a bug in my entry memory changes where the shard listgrid entry always handled its own memory, though the tactical wnd does not manually manage entry memory for its mana and shard display.
12. Memory fixes.
13. Fixed bug where some unit clean-up stuff in the player was not getting called when a unit died, so that the player-wide abilities of dead champions would remain until something reforced an ability value calculation, players would hold onto a pointer to the dead sovereign spouse, and military might and power rating wouldn't be recalculated.
14. The global resource pool in the main UI now reuses entries wherever possible, instead of recreating them for each refresh (performance improvement).
15. Fixed a crash when exiting a game with any shards owned by the local player, caused by the global resource shard entry dxpacks getting deleted too early from having too few refs (the main game wnd was not loading them).
16. Fixed a potential deadlock when a unit is removed from a player, caused by some UI refreshes taking place while the unit critical section was being held onto.
17. Fixed crash when killing an enemy sovereign.