After the Storm 0.10.18.1 [Wesnoth 1.14.x & 1.15.12+]
Moderator: Forum Moderators
Re: After the Storm 0.10.0 [Wesnoth 1.14]
I'm new here, but I feel where you're coming from.
I'm glad you're here. I don't think you owe anyone anything. From what I gather your contributions to this community and the game itself are already invaluable. Your mods, along with Legend of the Invicibles, are considered to be the best of the best.
So thank you for everything, and thank you for sticking around!
I'm glad you're here. I don't think you owe anyone anything. From what I gather your contributions to this community and the game itself are already invaluable. Your mods, along with Legend of the Invicibles, are considered to be the best of the best.
So thank you for everything, and thank you for sticking around!
-
- Posts: 118
- Joined: February 18th, 2013, 12:55 pm
Re: After the Storm 0.10.0 [Wesnoth 1.14]
As someone who used to play the campaigns here for the stories (I like Revansurik's dragon trilogy over many polished campaigns) than the game play, I don't remember having any issues with IfTU or AtS. In fact I vaguely remember having some nice conversations with the developer regarding the overarching plots and such. Just sharing my subjective position here, I don't intend to have a discussion on this. Perception of stories and their cohesion is also a subjective matter I feel.
After the Storm 0.10.1 [Wesnoth 1.14]
Version 0.10.1 is out now.
You're going to have to read the announcement for IftU 2.1.3 for information on the two main highlights of this release.
There are some minor AtS-specific tweaks in this release as well, including a fix for the dazed weapon special effect's sidebar display, but it's not really that interesting either, come to think of it. Oh well.
The complete changelog for this version of AtS follows:
The complete changelog for the included version of Naia follows:
Have fun!
You're going to have to read the announcement for IftU 2.1.3 for information on the two main highlights of this release.
There are some minor AtS-specific tweaks in this release as well, including a fix for the dazed weapon special effect's sidebar display, but it's not really that interesting either, come to think of it. Oh well.
The complete changelog for this version of AtS follows:
Code: Select all
Version 0.10.1:
---------------
* General:
* Update to Naia 20200625.
* Fixed OOS errors caused by Naia's cutscene skip functionality, first
introduced in version 0.10.0.
* Graphics:
* Remove unused copies of the mainline trash/detritus/liter terrain overlay
graphics that were supposed to be deleted in AtS 0.9.13.
* Scenarios:
* Added a hint to the first playable scenario of each episode about
browsing through unit AMLAs.
* E1S7x - Resolutions:
* Minor prose tweaks.
* E2S5 - The Eastern Front:
* Bow of Krysvelen item now adds to existing weapon specials instead of
replacing them.
* E3S7A - Dark Fire:
* Poison Jar can now be used by the Saurian Skirmisher line and adds to
existing weapon specials instead of replacing them.
* E3S10 - Blood:
* Minor UI tweaks.
* Terrains:
* Updated Blood terrain to use the Wesnoth 1.14 water composition rules
instead of a tinted version of the 1.10 animated water.
* Units:
* Added missing sidebar status icon for the dazed weapon special effect.
* Double-killed Kri'tan.
Code: Select all
Version 20200625:
-----------------
* Lua and WML library:
* Add `table_size`, `table_empty`, `table_keys`, `table_merge` global functions.
* Moved `AMLA_VITALITY` macro from AtS.
* Fixed OOS errors in replays due to cutscene skipping with `[move_unit_fake]`
causing the unit counter to desync (After the Storm #68).
* Language and i18n:
* Updated translations: Spanish (complete).
* Units:
* Added a context menu option to browse through custom AMLAs for player units
that have them (e.g. the protagonists of IftU and AtS) (issue #3, After the
Storm #69, Invasion from the Unknown #70).
* Revised race descriptions: Shaxthals.
* Revised unit descriptions: Water Tidal, Water Spirit, Aragwaith Sorceress,
Aragwaith Guard, Aragwaith Greatbow, Aragwaith Swordsmaster.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
- Sal-al-din
- Posts: 1
- Joined: June 22nd, 2020, 7:25 am
Re: After the Storm 0.10.1 [Wesnoth 1.14]
Hi Iris! I'm relatively new to Wesnoth, but I've already play both of your campaigns. Just wanted to send you regards for how well written the plot and the dialogs are. Your creativity and talent in different areas really blew my mind! Thanks for many hours of enjoyment!!
"Don't forget that you are fighting for a greater cause, one that transcends the fate of Irdya"
"Don't forget that you are fighting for a greater cause, one that transcends the fate of Irdya"
Re: After the Storm 0.10.1 [Wesnoth 1.14]
Hello Iris !
I just wanted to thank you for your amazing work! I really enjoyed playing Invasion of the Unknown and After the Storm, and I will be playing the new versions with great pleasure. You did an impressive work with the dialogues, story, characters - and the musics, but I think I have to thank some other people for them I really like the designs of the Demons, the Faeries and the Shaxtaals.
I don't know if you plan to create the next campaigns... but I can't wait to know what is waiting for the Lady of Light, Elyssa and the others!
I can't write it enough to express it properly: thank you so very much!
ps : Please allow a math teacher to say it: it doesn't matter that you can't do math
I just wanted to thank you for your amazing work! I really enjoyed playing Invasion of the Unknown and After the Storm, and I will be playing the new versions with great pleasure. You did an impressive work with the dialogues, story, characters - and the musics, but I think I have to thank some other people for them I really like the designs of the Demons, the Faeries and the Shaxtaals.
Spoiler:
I can't write it enough to express it properly: thank you so very much!
ps : Please allow a math teacher to say it: it doesn't matter that you can't do math
If you don't hear anything behind you, then a child - or a cat - is doing some foolish thing. Either that, or a Ninja is sneaking behind you. I wonder which one is worse.
After the Storm 0.10.2 [Wesnoth 1.14]
Version 0.10.2 is out now.
The complete changelog for this version of AtS follows:
The complete changelog for the included version of Naia follows:
Have fun!
The complete changelog for this version of AtS follows:
Code: Select all
Version 0.10.2:
---------------
* General:
* Update to Naia 20200628.
* Scenarios:
* E1S12 - The Queen:
* Minor visual fix.
* E3S1 - Beyond her Smile (A Light in the Darkness):
* Minor UI fix.
* E3S3 - Amidst the Ruins of Glamdrol:
* Fixed the Potion of Bloodlust being obtainable by the wrong units.
Code: Select all
Version 20200628:
-----------------
* Language and i18n:
* Updated translations: Russian (complete).
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: After the Storm 0.10.2 [Wesnoth 1.14]
Can i just say... thank you so much for releasing this on 1.14!
Re: After the Storm 0.10.2 [Wesnoth 1.14]
I just finished the Part 2 of After the Storm. I saw two minor bugs/errors :
- in E2S5 (Eastern Front) : in the dialogue, at the end of the scenario : "The rumors pointed at the Iron Council’s intrusion in our lands and affairs, but we didn’t have the opportunity to confirm anything." Shouldn't it be "Iron Triad" instead of "Iron Council" ?
- in E2S10 (Betrayal) : the bridge at 43.28 appears to be broken and unwalkable, but all my units could walk and stand on it just fine. I remember that bridge to be really broken in the Wesnoth 1.1.12 version of After the Storm (but my memories may be wrong and the bridge may be intended to be walkable after all).
The AMLAs' menu for Elynia, Galas, Anlindë and Anya is really a great improvement !
- in E2S5 (Eastern Front) : in the dialogue, at the end of the scenario : "The rumors pointed at the Iron Council’s intrusion in our lands and affairs, but we didn’t have the opportunity to confirm anything." Shouldn't it be "Iron Triad" instead of "Iron Council" ?
- in E2S10 (Betrayal) : the bridge at 43.28 appears to be broken and unwalkable, but all my units could walk and stand on it just fine. I remember that bridge to be really broken in the Wesnoth 1.1.12 version of After the Storm (but my memories may be wrong and the bridge may be intended to be walkable after all).
The AMLAs' menu for Elynia, Galas, Anlindë and Anya is really a great improvement !
If you don't hear anything behind you, then a child - or a cat - is doing some foolish thing. Either that, or a Ninja is sneaking behind you. I wonder which one is worse.
Re: After the Storm 0.10.2 [Wesnoth 1.14]
The terms are used interchangeably in most contexts. The Council consists of three people who are forced into the role if need be but that's presumably not always been the case. (Argan and Elyssa operate above and beside the Council, respectively, and answer to Uria directly while the Council only answers to Argan, now succeeded by Elyssa.)Eric143 wrote: ↑July 2nd, 2020, 1:31 pm- in E2S5 (Eastern Front) : in the dialogue, at the end of the scenario : "The rumors pointed at the Iron Council’s intrusion in our lands and affairs, but we didn’t have the opportunity to confirm anything." Shouldn't it be "Iron Triad" instead of "Iron Council" ?
This map actually underwent a major overhaul in version 0.9.12, so it depends on which version for Wesnoth 1.12 you are talking about, but the newest one had the bridge in the same state as the current 1.14 version. It's possible it used to be a properly broken bridge, but it's very intentional that these days it's a patchwork bridge (the terrain joining both ends is called Plank Bridge) so units can walk across. It's just a cosmetic thing, really.Eric143 wrote: ↑July 2nd, 2020, 1:31 pm- in E2S10 (Betrayal) : the bridge at 43.28 appears to be broken and unwalkable, but all my units could walk and stand on it just fine. I remember that bridge to be really broken in the Wesnoth 1.1.12 version of After the Storm (but my memories may be wrong and the bridge may be intended to be walkable after all).
Glad to hear!
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: After the Storm 0.10.2 [Wesnoth 1.14]
Things are clearer! Thank you.
I just finished the episode 3 in hard. Many good balance improvements with the bosses, the fight with Nar-Hamoth and the AMLAs. Items are good and balanced. I really like them though, especially the bow: Durvan absolutely loves it!
I really like the "couple of optional walls of text for people who somehow believe my campaign didn't already have enough walls of text before". They were really good to read, and reveal that someone has a good irony. Just like Mal Keshar (<3).
You really did a great job!
I just finished the episode 3 in hard. Many good balance improvements with the bosses, the fight with Nar-Hamoth and the AMLAs. Items are good and balanced. I really like them though, especially the bow: Durvan absolutely loves it!
I really like the "couple of optional walls of text for people who somehow believe my campaign didn't already have enough walls of text before". They were really good to read, and reveal that someone has a good irony. Just like Mal Keshar (<3).
Spoiler:
If you don't hear anything behind you, then a child - or a cat - is doing some foolish thing. Either that, or a Ninja is sneaking behind you. I wonder which one is worse.
Re: After the Storm 0.10.2 [Wesnoth 1.14]
Hi Iris, I know I wanted to help betatest AtS but 2018 also ended up being a huge turning point in life for me, both for good and bad. I wish I had now, but mostly -I'll be frank- because it would have been fun.
The fact that you can get a mod to work (I have just found out you've made this new version and decided to download it) speaks well of your technical capabilities and your persistence.
You are also a good storyteller.
I feel a lot like sreesreearul:
Have I properly thanked you for this campaign? It is one of the best I've played on Wesnoth, and if we take it as a gaming instance, one of the best games in general.
I like the characters, the mechanics, the plot, the graphics and the music.
I can tell that it is a work of love and dedication, far better than quite a few commercialised zombie franchises that just keep digging for money and have better resources but lack heart.
THANK YOU, IRIS.
back at you.
You are one of those who have inspired me to finally try my hand at making a little campaign of my own (little is not sarcastic, it means 10 scenarios or fewer).
The fact that you can get a mod to work (I have just found out you've made this new version and decided to download it) speaks well of your technical capabilities and your persistence.
You are also a good storyteller.
I feel a lot like sreesreearul:
I'll add that as long as the abilities aren't game-breaking and don't fly in the face of the lore (e.g. an ice elemental throwing fireballs) I wouldn't punish myself too much if I were you.sreesreearul wrote: ↑June 24th, 2020, 5:05 pm As someone who used to play the campaigns here for the stories (I like Revansurik's dragon trilogy over many polished campaigns) than the game play, I don't remember having any issues with IfTU or AtS. In fact I vaguely remember having some nice conversations with the developer regarding the overarching plots and such. Just sharing my subjective position here, I don't intend to have a discussion on this. Perception of stories and their cohesion is also a subjective matter I feel.
Have I properly thanked you for this campaign? It is one of the best I've played on Wesnoth, and if we take it as a gaming instance, one of the best games in general.
I like the characters, the mechanics, the plot, the graphics and the music.
I can tell that it is a work of love and dedication, far better than quite a few commercialised zombie franchises that just keep digging for money and have better resources but lack heart.
THANK YOU, IRIS.
back at you.
You are one of those who have inspired me to finally try my hand at making a little campaign of my own (little is not sarcastic, it means 10 scenarios or fewer).
Re: After the Storm 0.10.2 [Wesnoth 1.14]
Massive AtS E3 finale spoilers + technobabble ahead:
To be fair, there are a few things that weren't part of the original plan and changed later in response to nemaara's work on the mainline campaigns. With that said, the E3S10 boss fight rework was always a constant, it just took far longer to materialize than everything else.
Thanks, It's always great to inspire people to make their own content! Just don't be me and make sure to start small and not overextend with a 28+ scenarios long campaign that quickly becomes a nightmare to maintain and rebalance.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
After the Storm 0.10.3 [Wesnoth 1.14]
Version 0.10.3 is out.
Almost all maps got a few minor visual enhancements. That's about it, really.
Oh. Right. There's a few fixes for OOS issues related to user interfaces showing up in the middle of replays.
Oh wait, this isn't IftU. I can barely tell the difference these days because of the twofer code base deal. But what I said above is not untrue for AtS either. There are so many other changes in this version I'm not entirely sure where to begin. I guess it would be fair to go over them in scenario order. So...
First of all, HEAVY spoilers ahead for all three episodes. "What do you mean, it's all spoilers?" Always has been.
For Episode 2, there are a few changes to the way you recruit undead:
In case you needed even more spoilers, the complete changelog for this version of AtS follows:
The complete changelog for the included version of Naia follows:
Have fun!
(I'm such a great forum admin I managed to accidentally clobber my previous post on the 21st with this one.)
Almost all maps got a few minor visual enhancements. That's about it, really.
Oh. Right. There's a few fixes for OOS issues related to user interfaces showing up in the middle of replays.
Oh wait, this isn't IftU. I can barely tell the difference these days because of the twofer code base deal. But what I said above is not untrue for AtS either. There are so many other changes in this version I'm not entirely sure where to begin. I guess it would be fair to go over them in scenario order. So...
First of all, HEAVY spoilers ahead for all three episodes. "What do you mean, it's all spoilers?" Always has been.
For Episode 2, there are a few changes to the way you recruit undead:
- You can't recruit Vampire Bats in this episode anymore. They are fairly redundant in E2 and E3 in general since you gain access to Footpads, who are more durable L1s and offer greater utility over the course of the campaign. However, the intention here is also to make Zynara and Irylean a bit more distinct from each other gameplay wise. Keen-eyed people may have noticed that there's an unmissable item somewhere in E3 since AtS 0.10.0 that Irylean can use, which was also part of the same plan. But I'm digressing here.
- There is now a difficulty-dependent limit to the number of Ghost line units you can control at a time in E2S4 (Shifting Allegiances) through E2S6 (The Voyage Home). This may earn me quite a number of complaints, so I'm willing to negotiate it. This change is both meant to adopt a mainline canon aspect involving Ghost units that was introduced with the Descent into Darkness updates in 1.14.x, and also meant as an experimental attempt to force people off the Spectre spam meta. Interestingly enough for a change of this caliber, it has receiving zero playtesting because my QA crew went on unauthorized holiday a couple of years ago, but I'm sure nobody is going to mind me outsourcing that task to the playerbase at large.
- In E2S7 (Proximus) through E2S11 (A Final Confrontation) you are no longer allowed to recruit Ghosts at all. This has similar motivations as the change above, as it's intended to reinforce the limits to Elynia's necromancy set by the storyline and also make the Spectre spam meta less of a thing. You can still recall Ghost line units, however, but you're required to use this power with great responsibility lest you actually lose them to bad positioning and stuff.
- Now, I know you're about to panic since I'm talking about limits and stuff. The Ghost limit for each difficulty is 8/6/4 (Easy/Normal/Hard). What happens when you reach it? Well, you can still recruit another Ghost if for whatever reason you feel the need to do that. I highly recommend against it, though.
- Irylean's handling of undead hasn't changed, except for one tiny aspect — your Walking Corpses are now always one of the beast variations unless you get a unit with plague to deal the killing blow.
- E3S3 (Amidst the Ruins of Glamdrol), E3S7B (Dark Sea), and E3S8D (Destiny, pt. 2) should be slightly less easy. Hopefully the person on the other side of this screen isn't one of the people who felt E3S7B and E3S8D were too difficult back in the day.
- Some of the late game enemy units are buff now. Hopefully not too much. Say hi to the Storm Sisters for me.
- The Engineer boss fight should be significantly less difficult. Admittedly, I overtuned it days before releasing 0.10.0 because I can't count past two. It was not meant to be an RNG-heavy boss fight. That special spot is still destined to Elyssa's IftU S22B boss fight. Yes, I'm totally convinced right now that acknowledging gameplay design flaws makes them forgivable and acceptable.
- The shockwave and abattoir weapon specials should now trigger only when the unit possessing them hits stuff rather than when it is hit by stuff. This stuff is really complicated and tedious to debug so hopefully I didn't break any other stuff while fixing the stuff.
- The Shadow Angel AMLA that a certain unit could obtain is disabled for new runs. If you are somehow in possession of the AMLA already then I can't do anything about it. Anyway, teleporting abilities in Wesnoth? Bad idea. Don't do custom teleporting abilities. This game is not designed for stuff that breaks the space-time continuum.
- Something happened to E1S5 and E2S10. I don't know what it was, but if you replay the campaign you may want to keep an eye for anything unusual about those scenarios.
- People always say E3 is weird but they've never thought to ask E3 if it's okay. Maybe you should have a talk with E3 near the ocean.
- If you are confused you might want to keep in mind that you need to complete an episode in order for its outcome to count. A half-baked cake is no cake at all. The question is, am I cake? It is a mystery.
In case you needed even more spoilers, the complete changelog for this version of AtS follows:
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Version 0.10.3:
---------------
* General:
* Update to Naia 20200724.
* Replaced deprecated Lua API calls.
* Graphics:
* New or updated unit graphics: Naiad, Ixthala Fire Dancer.
* Scenarios:
* Cosmetic changes to the maps for the following scenarios: E1S1, E1S2,
E1S3, E1S4, E1S5, E1S8, E3S7B, E3S6, E1S6.1, E1S6.2, E1S7x, E1S10,
E1S11.1, E1S11x, E2S3.1, E3S2.1, E3S2.2, E1S9.2, E2S0, E3S7A.1F1,
E3S7A.1F2, E3S8B, E3S8D, E3S11F2, E2S1, E2S2, E2S4, E2S5, E2S5x, E2S6,
E2S7, E2S8, E2S12, E2S9, E2S10, E2S11, E3S3, E3S4.1, E3S5, E3S8C, E3S9F1,
E3S9F2, E3S9F3, E3S12, E3S13.
* E1S5 - Bay of Tirigaz:
* ???
* E1S7 - The Search for the Past:
* Fix a minor prose inconsistency resulting from IftU 2.0.
* E1S12 - The Queen:
* Fixed minor map inconsistencies in the last segment.
* E2S4 - Shifting Allegiances:
* Zynara can only control a limited number of Ghost line units at a time,
depending on campaign difficulty.
* Zynara can no longer recruit Vampire Bats.
* E2S7 - Proximus:
* The player is no longer allowed to recruit Ghosts for the remainder of
the campaign. Vampire Bats become available again to compensate.
* E2S10 - The Betrayal:
* ???
* E3S2.1 - Return to Raelthyn:
* Irylean can only recruit animal-type Walking Corpse variations
(randomized per recruit).
* E3S3 - Amidst the Ruins of Glamdrol:
* Minor balancing tweaks.
* E3S6 - Divergence:
* Made dialog choices replay-safe.
* E3S7B - Dark Sea:
* ???
* Minor balancing tweaks.
* E3S8B - Destiny, part 1:
* Added a lesser wall of text.
* E3S8D - Destiny, part 2:
* Added more enemy guardians.
* Added more water.
* Implemented a workaround for a long-standing issue with objectives
refresh for human-controlled sides caused by save-reloading.
* E3S9 - Dark Depths:
* Reduced Engineer's unit buff from +110% HP to +60% HP and +5 ranged
damage to +4 ranged damage.
* E3S10 - Blood:
* Made menu item not execute in a synced context since it does not alter
the game state in any way whatsoever.
* Terrains:
* Fixed some technical terrains being available in the Help browser.
* Added Dry Elven Castle Ruins.
* Units:
* Fixed shockwave and abattoir weapon specials triggering when the unit
possessing them is hit by attacks by AI units rather than when hitting
them in retaliation.
* Fixed shockwave and abattoir not attributing splash damage deaths to the
attacker (for future code or external mods that may make this a relevant
concern). They still do not attribute splash damage dealt otherwise due to
a technical limitation in `[harm_unit]`, however.
* Increased Ixthala Fire Dancer's level from 2 to 3.
* Increased Ixthala Fire Dancer's HP from 40 to 60.
* Increased Ixthala Fire Dancer's melee damage from 8-4 to 12-4.
* Increased Demoness Slashing Gale's HP from 78 to 85.
* Increased Demoness Slashing Gale's arcane resistance from -20% to -10%.
* Increased Demoness Slashing Gale's impact resistance from 0% to 10%.
* Increased Demoness Slashing Gale's ranged attack from 9-4 to 11-5.
* Replaced Demoness Slashing Gale's ranged attack drains special with
magical+slow.
* Increased Demoness Slashing Gale's blade melee attack from 10-3 to 11-3.
* Added drains weapon special to Demoness Slashing Gale's blade melee attack.
* Added 11-2 melee impact attack with charge to Demoness Slashing Gale.
* Reduced Magnum Suit's HP from 220 to 190.
* Reduced Magnum Suit's melee attack from 22-2 to 20-2.
* Reduced Magnum Suit's ranged attack from 11-14 to 10-10.
* Disabled Shadow Angel AMLA due to issues with pathfinding glitches and
console spam.
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Version 20200724:
-----------------
* Graphics:
* New or updated unit graphics: Giant Ant.
* Language and i18n:
* Updated translations: Russian (complete).
* Lua and WML library:
* Added `[variable_default]` and `VARIABLE_DEFAULT` macro.
* Fixed collectable items prompt triggering during replays and causing OOS
issues, as well as not behaving properly on keyboard Enter/Esc presses.
* Removed `hex_facing` function and its implementation details, superseded by
mainline APIs in version 20200620.
* Added `opposite=` option to `[set_facing]`, along with an `OPPOSITE_FACING`
macro for the `FACE_*` utility macros.
* Terrains:
* Added snow and rain weather effects.
* Added snowy and dead oak Great Tree variants from Archaic Resources.
* Fixed some technical terrains being available in the Help browser.
* Units:
* Added a hint for partially-locked advancement trees (AtS E1 and E2) to the
Unit Advancements dialog.
* Added an option to toggle back to the on-map unit stats to the Unit
Advancements dialog.
* Units of the spirits race now get the mainline elemental trait instead of
the custom spirit trait. Note that this makes them not receive the
`not_living` status anymore.
(I'm such a great forum admin I managed to accidentally clobber my previous post on the 21st with this one.)
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
After the Storm 0.10.4 [Wesnoth 1.14]
Version 0.10.4 is out.
The complete changelog for this version of AtS follows:
The complete changelog for the included version of Naia follows:
Have fun!
The complete changelog for this version of AtS follows:
Code: Select all
Version 0.10.4:
---------------
* General:
* Update to Naia 20200724.1.
* Language and i18n:
* Updated translations: Russian.
* Scenarios:
* Fixed an issue where Irylean's Walking Corpses would start under 100% HP if
a variation with a greater base HP than the base Walking Corpse was
selected.
Code: Select all
Version 20200724.1:
-------------------
* Language and i18n:
* Updated translations: Russian (complete).
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
After the Storm 0.10.5 [Wesnoth 1.14]
Version 0.10.5 is out.
The complete changelog for this version of AtS follows:
Have fun!
The complete changelog for this version of AtS follows:
Code: Select all
Version 0.10.5:
---------------
* Units:
* Fixed stun weapon special working exactly once per scenario.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.