- Oct 7, 2020
- 199
- 442
So many bugs hahahaha, all reported ones are fixed. I have a good feeling about this version.
Also, save files should be now compatible with most future updates.
Regarding slaver leveling, there is a building that can rapidly level new slavers now.
@xJxxxDx
1) If you are talking about specific unique unit (e.g,, a named unit), then it is certainly possible for quests to reward such units. All the current quests are "generic" quests though, so this feature is not currently being used yet.
2) You can specify a quest to give slaves with any properties you want! I have added a short example in
3) Quest-chains are certainly possible, and in fact was one of the objectives during the design of the engine. I will try to write something so people can prototype of it.
4) You can! I think they are mostly cosmetics though, and that's why I was holding off filling them, but if you want to then you can! For example, see:
To add a new interaction, create another file in the same directory (e.g., similar step with making new quest), and once done, don't forget to put the <<include "InteractionXXXSetup"> in
P.S.If you have fully written the quests, you can also just drop the fully written texts here and I can add them to the game when I'm not busy.
docclox thanks again for the steady flow of bug report. They are all resolved, tyvm!
Also, save files should be now compatible with most future updates.
Regarding slaver leveling, there is a building that can rapidly level new slavers now.
@xJxxxDx
1) If you are talking about specific unique unit (e.g,, a named unit), then it is certainly possible for quests to reward such units. All the current quests are "generic" quests though, so this feature is not currently being used yet.
2) You can specify a quest to give slaves with any properties you want! I have added a short example in
You must be registered to see the links
3) Quest-chains are certainly possible, and in fact was one of the objectives during the design of the engine. I will try to write something so people can prototype of it.
4) You can! I think they are mostly cosmetics though, and that's why I was holding off filling them, but if you want to then you can! For example, see:
You must be registered to see the links
To add a new interaction, create another file in the same directory (e.g., similar step with making new quest), and once done, don't forget to put the <<include "InteractionXXXSetup"> in
You must be registered to see the links
P.S.If you have fully written the quests, you can also just drop the fully written texts here and I can add them to the game when I'm not busy.
docclox thanks again for the steady flow of bug report. They are all resolved, tyvm!