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V0.6 - vine traps

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V0.6 is here! (I scaled the version number by a factor of 1/10).

The main feature in this patch is 3 additional vine animations + player peaceable traps. Includes the vine trap of course. You can buy them off a particular NPC in town.

The other set of feature is preparation for the "story" related stuff. It includes a bunch of new features for authoring quests and dialogues. Also fulfilled some requests from modders as well. I am including the changes for documentation purposes, you can ignore them if you are not interested in modding.

One thing to note is that I plan to do away with the random "meet a potential ally" in Dungeon mechanic and instead allowing you to "Rescue" potentially allies at end of quests lines and for completing a zone. That's what the focus for the next couple of patches will be. Also, there will probably be a save-file incompatible patch sometime in the future as well.

Changelogs:

- Added 3 new vine animations

- Fixed rebinding console key not working properly for closing the console input, you can now type in ` key if you rebind the console key to something else (this should solve some problems for non US-ENG keyboard not able to type in ' and ")

- Implement a global resource: "Supplies"

- Command Limit gain per level increased to 0.5 per level from 0.33 per level

- Command Limit gain per CHA decreased to 1.0 per level from 2.0 per level (to 1.5 from 2.33 if including level bonuses)

- Int now also increases Command Limit at same rate as CHA

- Int now allows you to carry 25 more supplies per point. Need to refill supplies to see it's effect

- Implemented trap kits that places traps. Consumes supplies on use.

- Implemented "gas_trap" functionality

- You now start the game in the Town area instead of Tent

- Maps now only spawns pre-placed unique units if they are not in your party / reserves

-   Saphira is looking for a companion, you can find her in town if she is not in your party (her dialogue will be updated in a later patch)

- Added new HUD to open "Inventory"/"Equipment"/"Stats"/"Options" on bottom left of screen

- Removed 'setting area "Forest" failed' warning at end of Goblin Lair

- Reduced damage of longbow and kunai to compensate for the fact that they weren't balanced for infinite ammo at beginning

- Fixed couple of loading mod resource bugs

- // ///////////////////////////////////////////////////////////////////////

- // the following is for modders/ those who are interested in the internals

- // ///////////////////////////////////////////////////////////////////////

- All quest states are now saved globally instead of saved at a per quest giver level

- Game will now track which dungeon/zones you have completed in addition to tracking which dungeon/zones you have unlocked

-   for "old" dungeons, they are considered complete when the player finishes the last floor in the dungeon 

-   for maps, they are considered complete when the player reaches a "task" with a (internal) "type" of "victory"

- Dialgoue: added new <COND_SAY> for (conditional say) that is only availiable if the <QUEST_PREREQS> are met

- Added new types of prerequisites for <PREREQ>s:

-   <COMPLETED_ZONE>: checks if the player have completed a zone (dungeon/map)

-   <CAN_GOTO_ZONE>: checks whether the player currently have access to a zone (dungeon/map)

-   <HAS_MEMBER>: checks whether the player have at least a unit of the same uid in party/reserves

- <QUEST_REWARDS> can now use <EFFECTS> as a reward. This uses the same trigger effects system as in .mapData. 

-   Note: must be in a map (and not old style dungeon) for this to work

- Added new trigger effects:

-   "goto_zone": teleports your party to target map, bypass any access restrictions

-   "give_item": places items into player's inventory

-   "spawn_units": spawns group of units of team at region

- Quests can now be marked as repeatable if there is a "<REPEATABLE>":true tag under <QUEST_PREREQS>

- Added a test map for testing the new dialogue stuff. You can access it by m_goto "dev_quest_test" in the console

-   data/_quest_ref is where the reference is



Comments

icarus it all depends on how he wishes to scale his numbers, he seems to not want to skip his hundredths place ;) he can do it by 0.0001 or 0.001 or 0.01 if you want to get technical 5.092 comes after 5.091 not 6.0 if you're going by one tenths

MICHAELL

I may be wrong but I think that English is not Enlit's first language, i recall somewhere someone mentioned he lives in Sweden, that might be the reason for typos. Let's be forgiving. Also if he is Swedish: Hae minn Svensk Fraendi! Hvorden har du det?

Icarus Media

"+ player peaceable traps."

(I scaled the version number by a factor of 1/10)

Enlit3D

Shouldn't it be version 6.0? I have version 5.091.

Icarus Media


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