So...it has been released. Since this is the last beta, I'm wondering if this will also be the final form of the module system. First look through shows some interesting stuff, like tableaus. Very interesting stuff sprinkled through the header files also, like this tidbit:
[party_tpl|pt_looters|auto_proceed,"start", [(eq,"$talk_context",tc_party_encounter)], "Warning: This line should never be displayed.", "looters_1",[
(str_store_string, s11, "@It's your money or your life, {mate/girlie}. No sudden moves or we'll run you through."),
(str_store_string, s12, "@Lucky for you, you caught me in a good mood. Give us all your coin and I might just let you live."),
(str_store_string, s13, "@This a robbery, eh? I givin' you one chance to hand over everythin' you got, or me and my mates'll kill you. Understand?"),
(store_random_in_range, ":random", 11, 14),
(str_store_string_reg, s4, ":random"),
(play_sound, "snd_encounter_looters")
]],
[party_tpl|pt_looters,"looters_1", [], "{s4}", "looters_2",[]],
This 'auto_proceed' flag apparently moves the dialog to the next state, which is nice, but look at what's going on in the consquences block of the first dialog. I don't know if v.903 Native does this, but this opens up random dialogs immensely, and the ability to use variables instead of constant values in the str_store_string_reg operation is very powerful. Also, in addition to repeat_for_troops, etc, there is repeat_for_100 and repeat_for_1000. What these do I'm not sure yet (repeat every 100?).