New version Preview#2
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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