V4.6 is here! Here are the patchnotes:
- The "Tent" area is now saved across playthroughs! Which means farming/gardening progress is saved! Container(s) in the area will have their contents saved as well. This is a very important feature to get right, so please report any bugs you find!
- Fixes:
- Using items on allies will now correctly consumes the item when at 0 stack
- Fixed bug that cause loot items to not appear when the box is stashed with too many items
- Practicing multi participant positions on/by camp members will try to get as many involved as possible
- Added new IK behaviour for standing positions that targets the waist area to mitigate the "arm not long enough" animation problem
- Removed "bunnysuit-fishnet" -> combined with the bunny shoes to be more consistent on how thigh-highs are handled
- Removed "Unequip" action in the hotbar, it is no longer necessary due to the presence of Equip window. (you can drag it off if loading from previous save)
- NOTE: grass is disabled until a future version
- And Finally, the Terrain Editor tool!
- Is meant to be a development tool/modding tool but I like for people to try it if they are interested.
- You can find a "Terrain Editor" item in the box near the tent. Note: since the container is now saved rather than refreshed on restart, don't lose it!
- You can import custom models via editing the json files. Refer to data/_unstable/prop_data.json for examples.
- You can import custom tiles via editing the json files. Refer to data/_unstable/tile_data.json for examples.
- You can only create "dumb" props atm. This meant, for example, you cannot use it to create a garden that you can interact with.
- An exception is made for container props - which you can place container props anywhere you like and you can use it like normal. Note: containers placed this way starts empty.
- NOTE: AI Pathfinding is likely to not work super well yet.
- If you have any questions, feel free to ask! The actual base building part will likely build upon the Editor so any feedback/suggestions are welcome!
Pledged and downloading. Thanks, brah!
ReplyDeleteSome things I've noticed with this build so far...
ReplyDelete- When re-starting the game, any warning prompts explaining missing files such as missing _FilesToLoad from a mod cannot be cleared by clicking on the "OK" button, but using the "ESC" key clears the prompt and allows you to continue. When this happens, clicking on the "OK" button does not clear the prompt, but the attack retical appears benieth the prompt and the camera is allowed to move with the mouse as if in game already. I have one of the mods that adds maces and it seems to be missing the aformentioned file.
- "Loot All" button does not actually work with mouse click, but still works with the "E" hotkey.
- Companion NPC's sometimes get confussed with their aggro and continue to try attacking the player as if the player was an enemy. Commiting an command to move to camp then commanded to rejoin fixes the problem, as does issueing an "F1" and "F2" command.
- When activating the portal at the end of a dungeon floor, the "Where to" prompt appears after teleporting without reason instead of just teleporting the player's party to the next floor. This also happens when using the teleporter to leave a dungeon.
- (Might not be a bug, but an observation) NPC's, both enemy and companions, display odd choices in targeting, often seeking out threats much further away and ignoring ones much closer. Seems like the likelihood of this is increased when more NPC's are present, i.e. when fighting against a wave of the nude dudes.
- Sometimes the camera snaps to an odd angle while moving the camera with the mouse. This also seems to happen occasionally while in a menu (when the camera is not moving and you have a mouse pointer).
- Not sure if this was intentional or an error, but the camera no longer seems to react to objects with hitboxes such as walls and other obstructions, meaning the camera is permited to ignore them by clipping through them. This makes seeing in tight quarters and narrow hallways, a farely common situation, tediously frustrating and disruptive especially during combat.
- Picking roots seems to be broken preventing gardening from working. Seeds will visibly mature until they are ready to be harvested, but the prompt for this never appears. I've been watering them for over a week in game and still cannot interact with them outside of watering them more.
Also, I don't know if loot chance took a nerf hit or something, but I've been seeing hardly anything but 1 or 2 gold/seeds from containers and enemy drops. Every once and a while I might see an equipment item, mostly it's junk though, even from higher tier enemies such as bosses or knights (the ones with plated armor and two-handed weapons). Might just be me and a spot of bad luck, but you never know.
DeleteBtw, is there something in particular I have to do to get the other companions to show up? So far I have just two and the others are no-where to be seen it seems. Again, might just be shit luck.
Thanks, will take a look.
DeleteFixed the prompt window and camera bounds. Going to fix the portal issues. Loot All button in containers/bodies seems to work with mouse. Harvesting crops seems to work (you need to be empty handed). Drop rates isn't changed between 4.5 and 4.6. AI issues is known, will be sorted out later.
DeleteCheers for Crash for helping Enlit pointing out those bugs.
ReplyDeletehttps://imgur.com/a/B9ym5tP
ReplyDeleteMerchant-chan got a little abused lately :P
Dunno if it's a bug or anything, but if you bring a companion, hit one of the two NPCs, and get your companion to get hit by one of them, the companion starts to punch the heck out of the NPCs and apparently can also strip/rape them while the player can't. I sincerely hope it's not a bug because I enjoy having some more interaction with them :P but anyways I've posted this if you wanna have a look at it