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Quest Master News

Version 0.11.12 Slashes Onto Early Access

[h2]Advanced Woodcutting Challenge Difficulty[/h2]

The third difficulty of the woodcutting challenge in the Dojo has been unlocked!
Can you face off successfully against.. Lucky himself?!




[h2]Logs Are Available In Maker Mode[/h2]

Finally, as long awaited, the logs from the woodcutting challenge are now available in the dungeon maker.



They also are the first dungeon parts that are locked by default, requiring you to unlock them first to use them.

As opposed to being locked behind completing the minigame however, it's only required to attempt it, without having to complete it.

This lowers the barrier of entrance dramatically to use the logs in maker mode, while still encouraging the player to go out of their way and explore Castle Town to find extra goodies.

The game also explicitly tells you how to unlock the given dungeon part to leave the player not guessing.




[h2]Locked Pressure Plate Visual Overhaul[/h2]

Many people have criticized the lack of visual distinction between pressed and locked pressure plates, which in many cases made it unintuitive to judge what state the plate is in.

Pressure plates now visually convey if they are locked!




You can also now toggle pressure plates state in the context menu.




[h2]20% Sale One Week Left[/h2]

There's still one week more of the 20% sale off Quest Master, so grab it now in case you have not made the purchase yet!

https://store.steampowered.com/app/2094070/Quest_Master/

Version 0.11.11 Zooms Onto Early Access

[h2]Explaining the Update Drought[/h2]

I am very sorry for not having content updates the last few weeks! I was super busy upgrading the game from using Unity's Built In Render Pipeline to their Universal Render Pipeline, which involved learning the new technology stack, rewriting all shaders and working around new limitations that the new pipeline enforces.

There's still a few visual quirks being worked out (like some things looking weird on the map screen and the water levels looking not quite right), but I'll have that sorted out in the next coming days.

This big refactor reduces VRAM usage significantly and optimizes draw calls, which should make the game run better, especially on poor hardware, which was particularly important to me regarding porting to consoles later on.

These weeks have been very draining, as it was very tedious work with barely anything to show off.

Nevertheless, I hope the new content this update brings still excites all of you!
We will be ramping up the amount of updates releasing again from now on again!


[h2]Telescope[/h2]

The Telescope allows you to slightly move the camera around (right stick/arrow keys by default!)
This can be useful to increase the range of sight the player has.




[h2]Binoculars[/h2]

The Binoculars allow you to see further into the direction it points .
You can also attach a shape or fragment to it, which will be active while the Binoculars are being used.




[h2]Making All Objects Invisible[/h2]

All objects can now be made invisible, with very few exceptions like fire bars!




[h2]Placing Multiple Gemstones[/h2]

You can now place as many gemstones as you want into your dungeon. This allows you to create branching paths that all allow the player to finish the dungeon.




[h2]Any Spawnable Object Can Be A Projectile[/h2]

All spawnable objects (think items, enemies etc.) can now be used as projectiles too (for example by arrow traps!)




[h2]Hermes Boots In Castle Town[/h2]

You are now given the Hermes Boots in Castle Town by default as quality of life feature. This might change in the future.




[h2]Preventing Rolling On Honey[/h2]

You can now no longer roll on honey. This change has been versioned, so no dungeons break.




[h2]Place Stairwells Between Elevations[/h2]

You can now place stairwells between different elevations.




[h2]Add Shape or Fragment to Cracked Floor[/h2]

You can now add a shape or fragment to cracked floors, activating when it breaks.

Version 0.11.9 Flops Onto Early Access

Happy Easter everyone!

[h2]Flopsy Has Appeared In Castle Town[/h2]

Flopsy is here to play Egg Hunt! Can you find all 15 eggs?

This lovely new fella is new in town!

Where else could those eggs be hidden?

Flopsy will leave Castle Town next weekend, so be on your toes if you want to find all the eggs!

Version 0.11.8 Fills Early Access

[h2]Peg & Hole[/h2]

The new Peg and Hole parts have arrived!

The peg is pushable and you can put objects on top of it.
While on top, the carried object cannot be interacted with.

However, if you push the peg into a hole, it fills the hole and acts as a bridge.



Whatever was placed on top of the peg is now intractable!




[h2]Renames[/h2]

To go along with the new Peg and Hole parts, the previous "Hole" tile has been renamed to "Pit" and the "Diggable Hole" is now known as "Soil".


[h2]Purple Note[/h2]

A fifth note style variant has been added, purple!




[h2]Underwater Audio Distortion Effect[/h2]

A new audio effect has been implemented which slightly distorts the audio while you are diving underwater and makes it sound like you actually are diving!

Of course, you can disable it in the settings if you don't like it.




[h2]Minecarts Press Floor & Note Switches[/h2]

Minecarts now press floor & note switches!






[h2]New Signs[/h2]

Three new signs have been added! A question mark sign, an upward arrow sign and a downward arrow sign!




[h2]Invert Conveyor Belt[/h2]

You can now invert the state of the conveyor belt in the context menu.




[h2]Minecart Shape/Fragment[/h2]

You can now add a shape/fragment to minecarts! It will activate while the minecart is driving.






[h2]Floor Spike Speed[/h2]

You can now give floor spikes the speed property to have them retract and extend at set intervals automatically instead of having to use shapes/fragments.




[h2]Block Carryable[/h2]

Just like pegs, blocks can carry objects too now.




[h2]Carryable Tag[/h2]

A new tooltip tag has been added for carryable objects.




[h2]Sword Coin Recolor[/h2]

The sword coin has been recolored from purple to gold to be easier to differentiate from the shield coin for color blind people.




[h2]JSON Schema[/h2]

I've started implementing a JSON schema generator which allows modders to have auto-complete in their text editor when modding Quest Master.



The file is called schema.json and it's included in the Mods folder that ships with the game.
Setting up the schema is very straightforward in most text editors, like VS Code or JetBrains Rider.


[h2]Coin Modding[/h2]

Both sword and shield coins are now moddable. You can customize their value to have them be worth more than just one coin.

For reference, check out the Quest Master base mod.

[h2]Enemy Modding[/h2]

The first moddable enemy is implemented, which is the Skeleton type enemy. If you set its jump strength to 0, it does not jump at all for example.

For reference, check out the Quest Master base mod.

Version 0.11.7 Darkens Early Access

[h2]Darkness & Shade[/h2]

The new Darkness dungeon part can be used to cover sections of your dungeon in complete darkness without having to resort to using light sources like braziers.

Darkness even covers rooms on the map, allowing you to hide rooms truly.

Sunlight/Darkness can be placed slightly outside rooms to allow fully covering them!

Out of sight, out of mind.

Shade is just like Darkness, however it's transparent and does not cover the map.

Due to technical limitations, sunlight/darkness has a size limit of 30x30 at the moment. This will be alleviated as soon as possible!

[h2]Spectral & Ice Statuses[/h2]

Spectral & Ice have been turned into statuses, and can be applied to all enemies and bosses!

Curse you snakes!

Ice Lyrm is a lot more menacing.

[h2]Legacy Bat Skins[/h2]

I know everyone has been asking for the legacy skins to come back, so I'm adding em back!
I did the change to the Bat first (other enemies coming!), so the Bat visually now adapts to whatever status you add to it.

It swaps on the fly!