The tModLoader team and our amazing community of contributors continues to improve tModLoader. Once again this month's release contains many improvements to the user experience, some gameplay bug fixes, as well as new features with examples and documentation for mod makers.
We'd like to remind modders about the preview branch where we test new features before they arrive in stable the following month. Modders interested in new these features, listed both on our GitHub and in the #preview-update-log of our Discord, can join the preview branch to get early access to the new features and test them in their mods. We really appreciate the feedback from modders using the preview branch to try out the new features.
One feature we are currently previewing is additional support for modded tiles that react to wind and player movement, as some vanilla tiles do. Modders on the preview branch can test it out and make sure it works correctly for chandeliers, banners, vines, and other similar tiles.
As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on GitHub or reach out to us at our Discord.
Changelog
The following is a list of the most noteworthy changes made for this release. As a reminder, modders should consult the Update Migration Guide to see how to adapt to the new changes after running tModPorter.
We would also like to mention that we have volunteers translating our monthly release announcements into Chinese, Russian, Brazilian Portuguese, and Polish. If you would like to help translate these announcements into another supported language, please reach out on Discord.
🌍 A unique experience with Final Step! Final Step is coming soon, a 2D pixel platformer that will be remembered for a long time! Release date - 27.10.2024 - 3.11.2024 Game https://store.steampowered.com/app/3252530/FINAL_STEP/ (📌) Game Info: - About: FINAL STEP is a hardcore platformer with evolving levels and unpredictable missions! - Category: hardcore, 2D platformer, indie - Platforms: Steam, itch.io Stay tuned, ahead of the RAFFLES ON THE KEYS OF THE GAME! ✨ #FinalStep #FINALSTEP #FinalStep #Steam #Game #2D
------------- tweaks ------------- -Optimize character UI -Optimize difficulty selection UI
------------- Fixes -------------
-Fixed issue where Relic Demon Bone Tail would definitely keep monsters from dying
.-Fixed occasional twitching in the troll's gun barrels when summoning performance tier -Fixed an issue where trolls would get completely stuck after entering a side room during an action. -Fixed an issue where the staff ui box in the training ground would go out of the screen. -Fixed the issue where chapter names were affected by aphasia. -Fix the problem that the speed of the update announcement video is not normal -Fixed the problem that Skeleton Centaur can't hit the ground without a knife wave.
An Engineer and the Great Machine - GentlegearMark
New Patch!
In response to feedback and in preparation for languages we have implement the following patches: - Fixed stability and consistency issues with Operation frequency. Running the same puzzle fast and normal speed and multiple times will now result in exactly the score - Fixed Ops calculation formula to produce correct results that actually reflect what the tile is doing - UI updates to fonts and layout in preparation for future language support. - Implemented all languages, languages other than English , French, German and Chinese may not be formatted correctly at this time. An update will probably go out later today regarding official language support.
I thank all the people who have gotten in touch about bugs, if you have a bug request, don't hesitate tot post to the community hub on steam, join the discord (https://discord.gg/jKMc8u7sU3) or send me an email at mark@gentlegear.games
Sawyer here! This was a very busy month, and I wanted to show you guys what we've been keeping busy with over the course of the last couple weeks!
The star of the show for this month has been Black Zone! This is a terrifying zone inspired by many great works of horror, a rusty and oppressive locale with an unkillable Warden that chases you relentlessly like a villain from a slasher movie!
This zone actually began development all the way back in August, so I'm so glad to finally be done with it! I'm really happy with how it came out though, and I think the extra time I gave it was perfect since we were able to get the zone feature complete right in time for Halloween!
Next up is a brand new type of dungeon, the ReCollection! We finally got these implemented after planning them for months and months! In ReCollections, you're given a series of challenges to fulfill that you can wager points to accomplish! The more you wager, the more points you get back in return!
I think finally having finished Black Zone as well as the ReCollections is gonna be a huge weight off my back! However, there is one last special thing we've been working on this last month that's also consumed a lot of my time...
That's right, we're preparing a Kickstarter project!
The game is getting really big and we've had to do a lot of research and development for the programming side of things alongside the uptick in music and sprites. As a result, we've decided we're gonna opt for crowdfunding to help get the game finished!
There are gonna be lots of cool rewards, including the ability to make your own monsters and even some physical trading cards!
The campaign has not begun yet because I still have some preparations to make, but I will be making a proper announcement for it when we've got a date locked in.
Other than that, this month featured a lot of testing and miscellenous handling of various animations and the usual things I have to make on a regular basis. I hope to start doing monthly progress updates to help keep you guys posted on what we're working on!
We had a rough start because of our bad Q&A(it is our first game so we collecting all the bumps on the road). Anyways I would like to say Thank You! to each person who left us feedback! So a lot things were improved since the release of the demo. Below - list of fixes and plans for future.
Improvements:
1.Optimization (mostly CPU load) 2.AI awareness (awareness of the players was collecting too fast and too unstable). 3.AI Logic (alien won't be harassing you from the start of the game anymore). 4.Flare through distance improved.(it is like 10m now, so it is easier to use vs ai). 5.Sensetivity bug fixed.(you still can manage it in the settings). 6.Zombie pushing player out of the map bug fixed. 7.Reactor battery placement on E (now you do both, insert battery on E or drop it with G button). 8.Clone machine helmet placement on E (same as a reactor). 9.Hiding locker near powercore room (gives more balance). 10."Portable lights" now called "Strong Light Source" (so it is easier to understand that you can use it vs alien). 11. Big biomasses not available for scan fixed. 12. Power core failure while battery in place fixed. (now it is more fair). 13. Other minor things.
Plans for future:
We are now preparing for the full game release which is planned on Q1 2025. Things that will be added:
1. Lobby system (so you won't be disconnected after mission finished) 2. More rooms to map 1 3. Some level design rework of 1 map 4. 2 more maps. 5. More tools to buy in shop. 6. Player noise level indication. (so player could better understand how to avoid encounter with enemies) 7. Difficulty progression, (Corporate demand increase for most successful workers!) 8. Bug fixes.