Patreon LINK.
Patch is finally here! I redesigned the "map" progression system and got rid of the random companion recruitment in place of something better. As you progress and unlock new maps, you will meet recruit-able companions in the process.
A lot of things got changed at once, and there is a non-zero chance that this patch wouldn't play nicely with older saves. If a problem arise (and you are using an older save), I encourage you to try it with a fresh save. Yes, you will lose all the progress in doing so and yes it sucks, but trying to maintain a lot of "legacy" stuff is very time consuming especially now that certain things are done quite differently than how they are implemented in this past. For this reason, a save-incompatible patch is coming up in the near future.
If you did a lot of work on the Tent area and wish to keep it, there is a mod that does this: https://www.reddit.com/r/enlit3dGames/comments/ct5u4x/players_camp_tent_area_mod/ .
Here is another mod, the Deep Cave mod which is a new map filled with lots and lots of goblins: https://www.reddit.com/r/enlit3dGames/comments/cs0gpm/new_dungeon_goblin_lair_deep_cave/
Changelog:
- Redesigned the dungeons
- you will no longer met potential allies randomly in the map "Dungeon"
- instead, you will met recruitable as you progress along the missions
- you will probably need to unlock the areas again
- may not work well with older saves, recommended to use a fresh save
- fixed portal in your Own Room not giving options on where to go
- fixed AI weapon switch crushes the game if the AI unit is unarmed
- you can no longer use construction items in non-safe areas. In addition, the game will issue a warning when placing objects in zones that are not saved
- the above is ignored if cheats are enabled
- fixed spawn units/props triggers are not spawning in correct locations in multi room dungeons
- changed the path separator in base game to '/'(Windows + Unix) from '\\'(Windows only)
- added unlockable zones in the location picker in form of ???
- added experimental support for up to 5 attackers for modded animations
- added simple nested folder handling inside a mod folder to deal with common issue where the folders are unzipped as data/MOD_FOLDER/MOD_FOLDER/stuff instead of data/MOD_FOLDER/stuff
- added manual button mashing - can be disabled in Options/Controls
- unique units now attack slower (but still faster than non-uniques)
- added new dialogue EXEC option: "MARK_CURRENT_ZONE_COMLETE" to mark current zone/map as completed in dialogues
- NPCs are now no longer attackable
- Finishing last floor of dungeon now takes you back to town instead of first floor of dungeon
- fixed game crush when changing zones while placed on a device
Found a bug in the woods area, right after a plant girl used the vine ability, thought I'd share it here.
ReplyDeletehttps://imgur.com/a/xxfGhSB