4.20 star(s) 15 Votes

Tsugumi

Well-Known Member
Oct 16, 2018
1,252
1,006
I deemed that clarification to be important in regards to iron_maiden functionality, and only for earlier versions of the game, before cheat/command implementation.
p3akhawk said:
to make the game into a game
The thought that gave birth to my original post, word for word.
 

noobtastic

Member
Jun 24, 2017
162
65
does anyone have the futa dungeon and ludas' lair in 0.944 or later? I don't have those options anymore
 

R-type

New Member
Jan 4, 2019
7
6
I have question regarding the "gas tiles" in the terrain editor. Is it possible to give them their function back? I would like to edit them but I'm a little lost on how o_O. I tried to find them in the .json files but I couldn't find them.

As I understand the tutorial for modding, weapons get their stats from the .json files. So I thought this would work on the traps as well.
 

Tsugumi

Well-Known Member
Oct 16, 2018
1,252
1,006
- A certain stealthy cheat should now be more stealthy under certain circumstances.
"Seduce no longer attracts enemies if move_unseen is active", I presume.
 

Kazarix

Newbie
Feb 8, 2018
35
64
New version Preview#2

the new cheat to disable AI is [lobotomize]. This is very useful in preplacing hostile units together. See battle.map for an example.
Changelogs of 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#2 changelogs
- 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
 

Estella69

Member
Dec 24, 2017
391
476
Somebody posted a mod(Silver studs move set) which consist of 4 Yuri moves.They are awesome!!!! Whoever made those thank you:)
 
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4.20 star(s) 15 Votes