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Quest Master News

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!

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!