EXPERIMENTAL BUILD (0.3.24.2)
The primary changes are the ability to visualize the navmesh both in the Editor and in the player (very useful for level design), and the addition of the character activation animations system so that skeletons etc. can climb out of the ground when approached instead of standing around.
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: Reduced health and power recovery per unit of time by 50%
Player: Added tooltip messages when when trying to drag/drop inventory items in invalid ways
Player: Disabled tooltip scaling effect as it was hard to read quickly and looks bad at lower FPS
Player: Console: Added ‘navmesh’ command to toggle navmesh visualization on/off
Editor: Added navmesh visualization for level designers (3-state button added to toolbar)
Editor: Added activations system (see Skeletons to begin with)
Editor: Workbench: Added SetNameOf node to set character names
Editor: Workbench: Quest giver nodes now have an option to show a minimap blip and an arrow
Assets: Fixed Axe11 having a huge offset from its pivot point
Assets: Kits: Ice Palace enhancements
Assets: Kits: Human Interior enhancements
Assets: Audio: Updated Axe, Claw, Club, Hammer, Mace impact sounds
Assets: Animations: Added/Updated skeleton activation animations
Maps: Campaign: The Glade: Cleansing The Glade merged into The Girl In The Glade quest
Maps: Campaign: Bonefinger’s Lair: Added some skeleton activation animations
Maps: Campaign: Sandal Factory: Added some skeleton activation animations in one room
Maps: Campaign: Stinking Swamp: Goblin Village added (map is WIP and only accessible via Editor)
Fix: Character inventories were breaking after trying to move items between different spots on the character sheet
Fix: When searching for the Rotwold Antidote, if players entered and exited Bonefinger’s lair, they couldn’t get back in
Fix: Two chairs and a rug are hovering by a fireplace in the Drunken Hog tavern map
Fix: Faction storylines no longer overlap; entering either faction dungeon will ally the player with them
Fix: The sprinklers in The Glade now only highlight when on the relevant Withering Dead quest
Fix: It is no longer possible to enter the Bandit Caves until after Kenny’s return
Fix: It is no longer possible to enter the Glade without first completing the Bandit Caves
Fix: It is no longer possible to enter the Desecrated Cathedral without first completing the Bandit Caves
Fix: Added Cloth Armor to some occupations that could previously not equip it
Fix: Fixed happiness being set to +100 in rare circumstances (e.g when no villagers were in a world when it loaded)
Fix: Corrected a typo when repelling the gladefolk that said ‘Repel The Undead’
Fix: Party wasn’t standing in front of Mordrich at the conclusion of the Withering Dead campaign
Fix: Peasants no longer deliver more farmed goods than farmers
Fix: Game state now saved to ‘Auto Save’ when portalling between maps instead of creating separate save games
Fix: Various bugs with navmesh additions relating to scaling and rotation (affects level designers)
Fix: Items that are normally hidden are now visible as conversation rewards (e.g. crafting recipes)
Fix: AddAttributePoints node now makes sure health/power percentages are as large as before
Fix: Conversation nodes now always use the name and portrait from the character input if set
Fix: Stopped grass moving around significantly when the navmesh changes (e.g. when a building is placed)
Developer Comments
When viewing the navmesh in the editor, it might not always be up to date. Moving an object with a navmesh cut on it will force an update. Alternatively, save and reload the level. Where the navmesh appears to be more opaque, this usually means you have overlapping navmeshes which is bad and can lead to pathfinding issues.
When using the activation animations system, currently only the Skeleton prefabs in the Withering Dead character kit have animations, and the kobolds. We’ll be adding more in coming patches.