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Quest Master News

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!

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.