XaiJu
enlit3d
enlit3d

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Preview #4

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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. 

Preview #4

Comments

It's a new testing build

Enlit3D

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

UlteriorMotive

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>

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

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


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