D'oh! I actually used to know that about scaling.
Huh, I don't know much about animations, but the q mummies don't display the fists-up-in-unarmed-combat behavior. Hm...
A few more minor things/bugs I noticed:
- (Mounted Goblin): Worg - Would be neat to replace this Worg with the newer, upgraded one.
- Tiles tno01_h10_01 and tno_h10_03 both have faulty walkmeshes (walkmesh below ground)
Okay, one last one that is really strange... When you select the Aoskian Hound, Dark from the palette and drop it down, it appears with dark textures in the toolset. However, as soon as you select it's properties, it changes to the light textures. In-game, the dark hound only appears with the light textures.
Edit: The mysterious aoskian hound texture swap bug only seems to happen when the Aoskian Hound, Light is selected from the palette and put into an area first (before a dark hound is placed). Once a light hound is placed down in the toolset, all following dark hounds will have light textures; however, any dark hound placed before the first light one will keep the dark texture (if you don't open it's properties and exit through hitting Ok). Saving, closing and reopening the toolset seems to fix the bug somehow in some cases. The behavior is consistent between toolset and game (dark in ts, dark ig / light in ts, light ig).
Really wondering what could be causing this. Or maybe it is a graphic card bug on my side...