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Quest Master News

Version 0.11.6 Shines Onto Early Access

[h2]Spectral Light[/h2]

The new Sunlight variant, the Spectral Light, allows you to shine revealing light on an area!



The new freeform placement of both Sunlight and Spectral Light allows placing it anywhere!

The light reveals the path forward!

[h2]Custom Shadow Skins[/h2]

You can customize the skin of shadows to modded ones!



Skins now include both Icon and Gizmo properties, so please update your skin mods accordingly!
You can check the Dark Lanze example mod for help.


[h2]Bumpers Flip Ice Blocks And Rolling Spike Traps[/h2]

Bumpers now flip ice blocks and rolling spike traps.






[h2]Moddable Feather + Sailcloth[/h2]

The Feather and Sailcloth are now moddable!

There are no example mods for those (since we can't create an example mod for each moddable object type), however if you want documentation on it, check the Quest Master mod dump in the Mods folder!

Modify how high you jump with the new JumpStrength attribute!

New attributes control sailing!

Version 0.11.5 Fools Early Access

Just a quick update that adds a super goofy pet and ring.
For the sake of not wanting to spoil it, we'll leave it for you to discover!

Version 0.11.4.7: New Modding Additions

[h2]Consumable Duration[/h2]

Custom consumable items can now be given a duration to apply their attributes as a buff, instead of being permanent.




[h2]Custom Item Animations[/h2]

Items can now receive an animation they display ingame, instead of relying solely on the icon provided.
Just like how the heart is animated!




[h2]Variant Sorting[/h2]

You can now specify the index of your variants explicitly to customize how they are sorted.
If you do not want that, you can omit it as well.

Version 0.11.4 Drops Onto Early Access

[h2]Modding Items[/h2]

Modding of items has commenced!
You can now create custom Consumables (like hearts or food)!






Over the coming days I will complete the list and gradually release it and soon, all items will be moddable.

The game currently ships with one new example mod which adds a Double Heart item to the game.
To find out how to create the other types, check out the Quest Master mod dump in the Mods folder.


[h2]Debuff Chest Traps[/h2]

You can now add the debuff statuses Burn, Curse, Freeze and Shock, and additionally, Bubbles, to chests!

So many new options!

IT'S A TRAP!

Version 0.11.3 Shines Onto Early Access

[h2]Golden + Fire Status[/h2]

Both Golden and Fire have been turned into status buffs that you can add to any enemy or boss in the context menu.

Goldmec goes brr



[h2]Modding Variants[/h2]

You can now create variants for your modded dungeon parts. This will help clean up the part book and prevent it from getting cluttered.



The example tree mod includes all three tree types from Castle Town now, and shows you how to set up a variant collection.

It's as simple as including the Variant property with the same value for all parts you want to group up.

[h2]Part Book Organization For Mods[/h2]

Custom parts are now organized by mod group, as opposed to all being in the same group.
This should help visibility when trying to find modded parts.



[h2]Custom Cursor + Head Icon For Skins[/h2]

Custom character skins can now include a custom cursor and head icon to display!
The Dark Lanze example mod documents that if you are interested. It was highly requested for mods.

Don't worry about not including them! It defaults to the basic Lanze cursor and icon.

[h2]Workshop Mod ID Upload Validation[/h2]

A new safety measure has been implemented which prevents mods that have the same ID from being uploaded to the workshop. This will prevent potential ID conflicts, since mod IDs have to be unique.