EXPERIMENTAL BUILD (0.3.13.0)
This is an update to the experimental opt-in build.
The primary change in this patch is cross-map tracking of quests.
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: Added Ser Gregory’s missing voice lines
Player: Edited Lilith’s voice files to flow into sequential dialogue more smoothly
Maps: Bandit Caves: Fixed navmesh causing characters to stick where mine tracks cross stream
Maps: Bandit Caves: Added ladder portal in Kenny’s throne room to save players running back to entrance
Workbench: Cross-map tracking of quests
Workbench: StartSubQuest node added
Workbench: Added SubQuestInProgress node
Workbench: Added SubQuestCompleted node
Workbench: Added CompleteSubQuest node
Workbench: Added FailSubQuest node
Workbench: Popup dialog appearance improved
Workbench: Conversation node portraits can now be explicitly set via categorized dropdown (portrait input still optional). A mini portrait icon will appear above the node to help readability.
Workbench: Conversation node option checkboxes are now hidden in the inspector to reduce clutter; inputs work as usual
Editor: Expanded Swamp Ruins Kit with pieces that will become a dungeon
Assets: Added earth, lava and ice worms; not functional
Assets: Added Jax (Glacian boss); not functional
Assets: Fixed animations used by Goblin Axe Warrior
Assets: Refreshed kobold animations and geometry
Assets: Added portraits for Lavallos and Singularity XB-101
Assets: Added 158 paragraphs of voice acting for Willow, Nara and Ambassador O’Kleefe ready for campaign extension
Fix: Bridge in snow kit had navmesh issues
Fix: Cave waterfall tile had collider issues allowing characters to part climb them at odd angles
Fix: Woodcutters could not manually plant saplings
Fix: Woodcutters would sometimes stop working until manually commanded to move
Fix: Only start cooldown for ability if it was successfully started
Fix: Improved some animation blending when issuing orders to moving targets
Fix: Trebuchet rotation sound volume reduced, no longer constantly plays
Fix: Ser Gregory no longer gets stuck in his stunned animation when Willow uses Purify ability
Fix: Camera framing shouldn’t fly wildly up in the air
Fix: Fixed all conversation dialogs that had the wrong portraits
Developer Notes:
Several quest related nodes are being deprecated and will be renamed with the suffix ‘Old’ in Workbench. They are: QuestOld, SubQuestWhenOld. Please migrate your maps to use the new nodes.
The conversation node portrait input is still valid, and should be used when referencing spawned villagers whose faces are dynamically generated. For all other NPCs, it’s cleaner and faster to set their portrait explicitly using the categorized dropdown. The new portrait dropdown goes a long way to cleaning up wire count in dialogue intensive maps.