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This is for $5 tier and up, to get more feedback. It is a still a preview build, which means expect bugs and unintended features. Backing up your saves is recommended. Head to to the discord if you run into problems / have questions.

Changelogs

Preview 4 :

    - fixed missing units bug from loading v4.9 save
   - fixed bug that causes certain cheats to popup errors
   - fixed bugs arising from changing zones while having converted units

Preview 3:

   - fixed issues from loading saves from v4.9
   - fixed issues with saving with saves from v4.9
   - BGM for test dungeon should be looped now
   - fixed bug that sometimes caused spawn units to fail
   - fixed bug that sometimes caused unit to persist through different maps even when they shouldnt
   - for purposes of device-grab selection, the game now filters using "moveData"
   - maps will now attempt to save grab state between units and "replay" them on load
   - applied a temporary bandaid to stop allies units to rescue each other in camp
   - unique unit data are now saved and loaded as a global state rather than as a property of player / map
   - fixed couple bugs relating to quest state not handled properly - might need fresh save to fix
   - fixed a bug where an unit could be controlled by 2 or more ai controllers
   - constructable objects (crate from merchant) should now be properly consumed on use
   -   marker objects are exempt; they still have infinite uses 

Preview 2:

     - fixed game crash when loading saves with planted crops
   - fixed game crash when talking to NPCs
   - fixed the Shrink command to actually shrink the object
   - Modding: Implemented loading of sounds via "soundFiles"
   - Implemented new item type - marker removers
   - Added new map transition command [m_goto "MAP_ID"]. Eg. m_goto "Village"
   - Implemented (optional) deferred resource loading
   -   The idea is that currently, everything defined in _FilesToLoad are loaded at game start. This could lead to poor loading times. With a lot of mods / playable areas. Especially when the player may not visit all of them during a playthrough.  So now, instead of _FilesToLoad, you can instead use _MapData to define new playable area(s). Here, the dependancies (like props, customs unit, etc) are only loaded when the player first enters that area. See testDungeon as a reference.  
   - Under data/testDungeon/maps, there is a map called "map_tools.map" containing all the new mapping tools.
   - Added custom BGM for Test Dungeon 

Preview 1:

     - Notification text (bottom right) should handle multi-lined notifications better now
   - Fixed hotbar key number not showing up for bars#2 and #3
   - All quest progress is reset due to migrating into a new system
   - Fixed bug with incorrect texture generation when block subdivide > 2
   - A certain stealthy cheat should now be more stealthy under certain circumstances
   - For purpose of multiple grabbers, you may now set "usingPart" for each individual attacker. Eg "attacker":{"usingPart":X, ...}, "attacker2":{"usingPart":Y, ...}
   - Prevented the saving of game state when the player unit is not unique (through cheats)
   - Implemented partial serialization of (some) unit data in maps
   - Merchant-Chan now sells constructable crates that you can place
   -   NOTE: the use count for constructable items is not working atm. Meaning they have infinite uses.
   - Implemented placement tranforms that change the scale/rotation/position of the object to be placed under Character - Commands
   - Implemented new item type - markers, theses are used for construction of user made maps
   - Implemented a new dungeon generation system
   - Re-implemented the Zone Transition System
   - Implemented various things to make new dungeon generation work
   - Implemented light emitters that can be placed on map and saved
   - You can adjust the light settings via the following console commands:
   -   m_light_color r g b // changes the light color, can be > 1
   -   m_light_attenu const linear quadratic // changes the light falloff. Calculated as 1.0/max(1.0,(const + linear*dist + quadratic*dist*dist));
   -   m_light_spot x y z angle_inner angle_outer // changes the area of influence of the light to a cone. X Y Z forms an direction, and angle_inner, angle_outer are radius of the cone in degrees where influence = MAX when angle < angle_inner and influence = MIN when angle > angle_outer
   -   m_light_point // resets the influence of the light to a sphere
   - Implemented a light culling system where the game will only use a fixed number of lights with the most influences to the scene
   - These new lights may have an adverse performance effect on systems with poor GPUs.
   - Removed the day - night env light system
   - Env light can be now set at each map rather than only having one global env light setting
   - Implemented dynamic loading of cubemap/skyboxes
   - Applied the generation of ambient light data to dynamically loaded cubemap
   -   Currently, the game can only use 1 global ambient light source rather than from an aggregate of light probes around the map
   - Implemented marking regions capabilities
   -   Use the m_region X command to change current affected region
   -   Use the m_region_list command to list all used regions
   - Implemented randomly spawning units/props in designated regions in maps
   - Implemented new map-development console commands:
   -   m_create w d // creates a new map with specified dimensions
   -   m_save // save the current map to
   -   m_load // load a map from file
   -   m_spawn_npc "unitID" amt // spawns invulnerable NPCs at cursor location
   -   m_gen_enclose h "wall_tile_id" "ceil_tile_id" // generate enclosure on the perimeter (walls and ceilings)
   - Implemented new cheat to disable AI
   - Implemented a buffer for the console that stores previous inputs.
   -   It is now possible to access previous inputs via UP and DOWN arrows
   - Embeded an kindof playable experiment "Test Dungeon" to well, test stuff. 

Files

Comments

Anonymous

Hello. The body dungeon was good. Two things should be changed. Music volume control. Too much trap.

Climhazzard

I like the music for the test dungeon. Might I suggest footsteps as the next sound added? As a suggestion I was thinking of a different kind of trapdoor transition to a new room, one full of enemies instead of a chest.

Climhazzard

Found a bug while trying to recruit the blue haired girl. <a href="https://imgur.com/TSvMiFZ" rel="nofollow noopener" target="_blank">https://imgur.com/TSvMiFZ</a>

UlteriorMotive

Question, is this a new build or just a testing build? I didn't see anything since 4.944