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Quest Master News

Update Delay Reason: New Legal Things Regarding Mod Liability and Health Issues

Hey everyone!

Just to get everyone up to speed on why I've decided to delay this week's update:

As I talked about last week, you are now able to mod custom rings into the game.
This is awesome, and will kickstart the creation of properly custom dungeons.

Ideally, the mods that you use inside your dungeon are bundled up with the dungeon file to guarantee that updating mods externally does not break the dungeons.

For this to work legally, we have to make sure that mod.io's terms of service is on our side in that regard.
I've started the investigation and I should be more knowledgeable shortly, but I want to make triple sure that I'm doing it in the right way.

Regarding mirrors: unfortunately Thomas had some health related incidents this week which prevented him from working on the art, so I decided to wait until he's back up to speed to start developing the mirrors.

It's likely that the update will launch later today or tomorrow if I get the legal stuff sorted out!

Cheers
Julian

Version 0.10.4 Adds Steam Workshop Support To Early Access

[h2]It's finally here![/h2]

The issues of Friday's update have all been addressed, I want to thank everyone for your understanding again!

The Steam Workshop integration is done and you can now upload your custom character skins and pets to the Steam Workshop.

Let's go over some of the things you have to change with your mod to allow it to be uploadable.

[h3]1. Your Mod.yaml file now requires an Id property. [/h3]

This is required for you to allow changing your mod's name after the fact, if you want to adjust it. It's important to note that for that to work, the Id needs to be kept the same.

If you change the Id of an already uploaded mod, it will upload a new one.

You also want to make sure to make the Id quite unique, as you can't load multiple mods with the same ID. Imagine you used the ID "Link" for your mod, but it's likely other people would do that too. So you could use "Link_LA_Green", or even use an online GUID generator to generate a guaranteed unique series of characters.

All mods require to have this property added, otherwise the game will not load the mod.



[h3]2. Mod.yaml Author property[/h3]

This new property allows you to credit yourself in you wish to do so. It's however not required to be added.



[h3]3. Upload To Workshop[/h3]

To upload your mod to the Steam Workshop, add the Upload property to your Mod.yaml file and set it to true.

If your mod has not been uploaded before, it will create a new entry on the workshop. If it has been uploaded, it will update the entry instead with the changes you made.

The upload happens automatically upon starting the game. So if you wish to upload, simply set the property to true and then restart the game.

This is temporary, there will be a dedicated NPC for this. But we have to design that first!

You can always set the property to false again if you wish to stop updating the mod. You can delete your mod from the Steam Workshop directly.

Note that it can take upwards of ten minutes for your mod to appear in the Workshop depending on your region.



I recommend everyone to look at the sample mods for more information!

Save Game Issues With Rings/Pets and Recovery

It was reported that there can be issues with rings/pets with the newest update, causing you to lose your pets/rings.

i am deeply sorry about this. I made sure to test things out enough, but there seems to be some weird issues with Steam on the client side.

I reverted the update and will investigate the issues.

For everyone having lost game progress, please contact me at [email protected] or on our Discord with your SaveGame.json file and I will give you a full recovery of your data.

I appreciate your understanding! I won't let this accident happen again and will implement preventative measures that will protect your save game going forward more securely.

- Julian

Version 0.10.3 Waddles Onto Early Access

[h2]Use Your Bred Pets As NPCs Inside Your Dungeons[/h2]

NPCs have been a very much requested feature for Quest Master, but I've always had a distaste of having human characters (like we have in Castle Town) inside dungeons. I'd rather delegate those for the eventual overworlds.

So someone on the Discord had the brilliant idea of using the pets as dungeon NPCs. It's kinda quirky, but it allows a lot of creativity with using NPCs for your dungeons.

It also adds a new layer of unlockability to the dungeon maker and gives more incentive to breed pets!

Let's take a look at what you can do with the pet NPCs.


You can let pets simply tell you things. They will repeat it endlessly.


You can let pets give you an item! They will only play their dialogue once this way. They also have an exclamation mark atop their head.


You can let pets trigger something through shapes!


[h2]Create Your Own Character Skins[/h2]

You can now mod character skins that you can change between at the wardrobe in your home.

The game ships with an example character skin mod located in the Mods directory, which adds "Dark Lanze", an evil reskin of Lanze.



Steam Workshop support is almost done and will be shipping shortly, I just need to finalize some things and do final testing!


[h2]What's Next?[/h2]

Next week will be a much larger update again. Now that I'm starting to finalize the modding refactor, more things will become moddable.

The first thing next week will be custom rings, which will be very exciting.

I also plan to finish the big announced Mirror Update next week and a secret update to enemies and bosses.

See you next week!

Version 0.10.2 Is Modded Onto Early Access

Welcome to this week's update! Most of the team is back again and we are ready to roll.
Note that this week's update is still a bit smaller in scope since our artists only came back this week.

[h2]Adventure Together With Nini[/h2]

A new special pet has been introduced, Nini!



How to get it is up to you to find out!

Nini has been added in honor of a very special person. I hope she will provide you with as much joy and love as she does to me,

[h2]Mod In Your Own Pets[/h2]

Modding Quest Master is a very often requested feature, and I listened.

Starting today you can mod in your own pets.

I will be gradually expanding the capabilities of the modding tools over the coming weeks and months and gauge interest.

Let's get into how easy it is to create your own pet.

[h3]1. Locate the Mods folder[/h3]

The first step is to locate the Mods folder. It's part of the installation directory, which you can find my right-clicking the game within the Steam interface.



[h3]2. Duplicate the Example Pet Mod[/h3]

You will notice a folder inside the Mods directory called ~Cojiro (Example Pet Mod).

This is a sample pet mod that I created, which simply creates a clone of the chicken pet and colors it blue.

To create your own pet, duplicate that folder and rename it to something you want.



Note
The tilde ~ character in front of the name makes the game ignore the folder. So for your own pet, do not use the tilde ~.


[h3]3. Modify The Pet Spritework To Your Liking[/h3]

You will see all necessary sprites inn the folder you just duplicated. Modify them however you want.

[h3]4. Optionally Adust The Pet Configuration[/h3]

You will see a Cajiro.yaml file in that directory. This is what tells the game to produce the pet at runtime. It has a lot of documentation to get you started. If you wish to make changes to the animations of your pet or how it moves, feel free to modify it.



[h3]5. Run The Game And Give Gabi A Visit[/h3]

If you did everything right, Gabi will show all your modded pets at the end of the list.
Enjoy your new custom pet!