Version 2.4
<< MM6 - MM8 >>
[+] Chests are populated with compact non-random stacking if more items fit this way. This can be disabled by adding FixChestsByCompacting=0 line to INI.
[+] Items are stacked vertically when you place them into chests. This can be disabled by adding PlaceChestItemsVertically=0 line to INI.
[+] Sprites dimensions are tweaked based on vertical view angle. This makes them behave more realistically, especially when looking up at big monsters. Can be disabled by adding SpriteAngleCompensation=0 line to INI.
[+] If NoIntro=1 the intro is shown when you click the New Game button in MM6 or start a new game in MM8. In MM7 this was already the case. Add PostponeIntro=0 to INI to disable the intro entirely. In MM7 you can also set PostponeIntro=2 to have the first intro shown when you click the New Game button.
[+] Now in software rendering mode explosions and missiles are ignored during targeting. Before, party wasn't able to target monsters when whole screen is covered with explosions. You can disable this fix by adding ClickThroughEffects=0 line to the INI.
[+] Low level stuff you shouldn't need to use: DisableHooks option lets you disable hooks effecting certain addresses. It's a comma-separated list of hex addresses. Avoid the old way of disabling hooks by index, because hooks indexes change from version to version.
[+] Technical: Map entrance dialog can now be called from NPC topic anywhere.
[-] Sprite animations were played incorrectly - first frame was longer, last frame was shorter. This fix can be disabled by adding FixSFT=0 to INI.
[-] My bug: keyboard control of dialogs was breaking evt.Question command in houses (used for Escaton riddles in MM8).
<< MM7, MM8 >>
[+] HD textures support in Hardware 3D mode with bitmaps.lwd archives. I wrote a bit about them and custom LODs in general here:
https://www.dropbox.com/s/iv9c2jc8abbrj ... s.txt?dl=0
[+] Technical: 32-bit color sprites and bitmaps in Hardware 3D mode. This can be disabled by adding TrueColorTextures=0 line to INI.
[+] Better quality water in Hardware 3D mode.
[+] UI.txt: ShrinkStatusbar option makes statusbar size depend on text size (enabled by default).
[+] UI.txt: HideStatusbar option controls whether or not statusbar should be hidden when there's no text in it (enabled by default).
[+] TreeHints option controls whether to show hints for non-interactable decorations in Hardware 3D mode (by default enabled in MM7 and disabled in MM8). Setting it to 2 would force it even in UI Layout mode with statusbar auto-hiding.
[+] Better D3D init errors reporting (now not just for Windowed mode).
[-] Decorations (trees etc.) with Id set were considered interactive even if they aren't. This fix can be disabled by adding SpriteInteractIgnoreId=0 line to INI.
[-] GrandMaster of Axe didn't halve armor class. Now the chance to halve armor class is 1.66 per point of skill, so the skill of 60 will make it 100%. This is to compensate for overall weakness of axe wielding. Hidden AxeGMFullProbabilityAt option controls this (60 by default).
[-] Disease2 and Disease3 bonus effects of monsters weren't working. Disease1 was working as Disease3. Poison2 and Poison3 bonus effects were swapped.
[-] My/DirectX bug: Game was failing to start in resolutions over 1080p, because Direct3D 7 doesn't support them.
[-] My bug: The game could crash when pressing Esc in UI Layout mode.
[-] My bugs: Some bugs with flexible UI layout definitions in particular circumstances.
<< MM8 >>
[-] Players hired in turn-based mode were going into Adventurers Inn instead of joining the party. Now turn-based mode is canceled when you hire somebody.
[-] My bug: PaperDollInChests option was causing a crash in Software rendering mode.
[*] StartupCopyrightDelay option made hidden and 0 by default.
<< Fixes in maps >>
[-] Necromancers' Guild (d19): You could hire Dyson Leland before you get any quest that requires him.