1. Quest Master
  2. News

Quest Master News

Version 0.11.2.4: Changes To Mod Management & Uploads

Everyone loves modding! However, it's easy to break things if you're not cautious and change things like mod or asset IDs. It's also easy to glance over documentation.

Unfortunately, I had to deal with ID conflict issues in the past two days where mod creators have unknowingly broken their mod compatibility with older dungeons because they did not account for making asset IDs backwards compatible.

This new update introduces two new safety measures which will prevent those mod compatibility issues in the future:

[h2]1. Manual Mod Version Increments[/h2]

The "Version" property in your Mod.yaml no longer defines what game version the user requires, but rather denotes the version of your mod.

It's recommend to start your mod at version "1.0.0.0" when you first upload it to the workshop.

If you want to update your mod after making changes, you have to manually increment the version number, let's say to "1.0.0.1". If you leave the mod version unchanged, the mod will not be updated in the workshop.

This change makes the mod creator's intent more clear and will also allow me to version mod's in the engine itself.

[h2]2. Asset Key Validation[/h2]

From now on, when uploading or updating a workshop mod, all asset keys are added to the workshop item's metadata.

Let's say you have a tree entity with the id "MyTree" and your mod ID is "MyCoolMod".
The mod asset reference of that asset is "MyCoolMod:MyTree", and the asset key would be "MyTree".

The ID is optional, but it's recommended to explicitly set it, otherwise it uses the file name as the ID, which is more prone to accidental breaking.

When attempting to update a workshop mod, the game checks to see if all the asset keys that the metadata contains are still valid in your updated mod.

If that is not the case, that means you have made a breaking change which in theory would prevent users from loading their dungeons, in case they have used your mod in the past.

Generally I don't encourage changing IDs, however if you need to do so, make sure to use the Alias property to make your assets backwards compatible.

You can have as many aliases as you need.

[h3]Happy Modding![/h3]

Version 0.11.2 Blasts Onto Early Access

[h2]Introducing The Phonograph[/h2]

Welcome the Phonograph!

It allows you to play a specified music track in a room.
You can also add a condition to it to conditionally play the music, like for a boss!

Choose from a large selection of tracks, including modded tracks.

Play music conditionally!

You can also make the Phonograph invisible and add attachments to it, which allows you to fully hide it in your rooms.

Out of sight, out of mind.

[h3]Tip[/h3]
Until per-floor music selection is implemented, the way to add different music on some floors is to add a Phonograph into every room.



[h2]Add Conditions To Pets[/h2]

You can now add conditions to pets to make them appear and disappear.

Nini is in da house.

[h2]Generic Entity Type For Mods (Decor for example!)[/h2]

The workshop is full of decoration mods that use pets. It's a cool workaround, but inefficient and inflexible, since pets have not been implemented with that in mind.

Introducing the new generic "Entity" type!

It allows you to specify if it's solid or not, change its size in maker mode (those entities are also centerable!), and set a sprite and shadow.

The new Entity type is super flexible.

The game ships with a new example mod that adds one of the trees from Castle Town into the game if you want to have a look.

Modded entities show up in the "Mods" group in Gizmos.

Doesn't that look good?

[h3]Tip[/h3]
I encourage all modders to update their decoration mods to use the new Entity type, since it's not only more flexible, but will improve performance significantly when using a lot of decorations.

Version 0.11.1 Electrifies Early Access

[h2]Turn Any Enemy + Boss Electric[/h2]

Explicit enemy variants have the problem that we have to create a lot of custom art for them. That's why generally only bats and slimes had elemental variants, since they were easy to do. This unfortunately limits gameplay purposes.

So we are shifting direction!

The new "Electric" status can be applied to ALL enemies and bosses, turning them into electrified variants!





"We have new bosses at home." The new bosses at home:

[h2]Change Dungeon Theme Per Floor[/h2]

Now, this feature has been requested for literal months. I've always been on the fence about this, but finally decided to just add it, since it's so highly wanted.

You can now decide the dungeon theme on a floor basis, which allows you to combine themes throughout floors.



If a dungeon uses more than one theme, all the tags are added. So you can search for specific theme combinations in the dungeon browser as well!


[h2]"Default" Music Option[/h2]

There is a new "Default" music option for your dungeons, which will play the current theme's music track.




[h2]Lightning Ball Projectile[/h2]

A new projectile has been added, the Lightning Ball!
It's a slow moving projectile that will shock targets it hits.




As a reminder, follow Quest Master on Twitter/X and join our community on Discord.

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

⚡ A Shocking Surprise Update - Thundervolt Bastion Arrives! ⚡

[h3]Prepare for a jolt of excitement. Thundervolt Bastion has arrived! ⚡[/h3]

https://www.youtube.com/watch?v=AML3xwF6yE4&feature=youtu.be

This electrified dungeon theme is a charged-up version of Gustwind Palace, bringing powerful storms and environmental hazards.

New Shocking Foes & Traps:
🔥 The Fire Elemental and ⚡ Shock Elemental add new layers of danger!
⚠️ Dodge electrified traps that zap anything in their path.





As a reminder, follow Quest Master on Twitter/X and join our community on Discord.

https://store.steampowered.com/app/2094070/Quest_Master/
[h3]⚡ Thundervolt Bastion Awaits. Update Available Now! ⚡[/h3]

Version 0.10.10 Dances Onto Early Access

[h2]Choose Your Music[/h2]

The info menu now allows you to choose the music of your dungeon, allowing you to choose any music theme!

It even allows you to to remove music altogether by selecting "None"!



[h2]Modding Music[/h2]

The game now comes with a custom music mod example that shows you how to create custom music tracks to use in your dungeons.

Custom music will appear in the list to cycle through in the info menu.



Have a great weekend everybody!