Legend of Grimrock Patch v.2.1.18 to 2.2.4


Box art for Legend of Grimrock Patch v.2.1.18 to 2.2.4 For: Legend of Grimrock
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Description
v. 2.2.4
Changelog:
� optimized performance of the graphics engine
� added max draw distance option to grimrock.cfg
� optimized input latency especially when frame rate drops below 60 fps
� added touchscreen mode to game options (enables attacking with left mouse button)
� improved dynamic lighting effects when using low quality rendering mode
� bug fix: tomb of guardians puzzle could end up in an incorrect state
� bug fix: projectiles don�t pass through open cemetery gate
� bug fix: a monster standing in a monster blocker square can�t be melee attacked
� bug fix: skeleton archers can be poisoned
� bug fix: projectiles stuck in a fire elemental are lost when the elemental hits the party and explodes
� bug fix: snakes inside force fields can be hit with projectiles
� bug fix: knockback can move the party while falling
� bug fix: spell panel remains open when using bare hands to cast and items are equipped into mage�s hands
� bug fix: loot dropped by monsters is sometimes (very rarely) spawned in wrong square
� bug fix: non-stackable throwing items stack when auto-picked up
� bug fix: removed �invisible� energy potion in shipwreck beach
� bug fix: click zones of menu options in main menu and pause menu are slightly off

Modding:
� improved error handling of illegal object references in scripts
� video *.ivf files are now automatically exported to mods
� added support for drawing portraits using the gui context
� added defineCondition function for creating custom conditions
� added 35 new scripting functions and hooks
� ItemComponent:setGameEffect() now accepts nil parameter
� bug fix: FirearmAttackComponent:setBaseDamageStats() has an incorrect argument type
� bug fix: ProjectileComponent:setCastByChampion() has an incorrect argument type
� bug fix: MaterialEx:setTexture() does not work for standard textures (diffuseMap, specularMap, normalMap, emissiveMap)
� bug fix: calling setDoorState() after the level has been loaded does not work
� bug fix: TeleporterComponent:getTeleportTarget() and StairComponent:getTeleportTarget() do not support multiple return values
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