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Quest Master News

Version 0.10.5 Lauches Onto Early Access

[h2]Create Custom Rings[/h2]

You can now create mods that add custom rings to Quest Master!
The game ships with a new example mod that adds a ring that increases the swimming speed.

Note
Custom rings can solely be used within ringless dungeons.


Rings can be given many attributes that the base game does not utilize, like modifying movement speed or gravity. So be creative!

SCREENSHOT

[h2]Use Custom Pets In Dungeons[/h2]

Just like custom rings, modded pets can also be used in dungeons now!

SCREENSHOT

Note
I do not advise you to upload modded dungeons just yet. You can do that, but it implicitly requires each player to have the required mods installed. I will make a separate update post that introduces mod bundling with the dungeon itself, which is when I would recommend you to upload a modded dungeon instead. (If you really can't wait, perhaps tell players in your mod description what mods to install)


[h2]Sneak Peaks[/h2]

I know many of y'all are looking forward to certain exciting features I've talked about before. While they are not ready just yet, here's a few sneak peaks at what's to come!

[h3]Mirrors[/h3]

Mirrors are able to be rotated in eight directions and can reflect both projectiles and light.



[h3]Global Conditions[/h3]

With global conditions you can trigger things in different rooms, and even different floors!



[h3]Lunarc Vulnerability[/h3]

Lunarc can finally become vulnerable by shining light on him!



[h2]Update Schedule Changes[/h2]

Unfortunately it's become evident that many people base their mental health on Quest Master updates, which is far from what I intended to achieve when setting out to make a weekly update. This also takes a toll on my mental health, because people have expectations that sometimes cannot be met due to things that happen internally, which usually requires me to make a post to explain myself.

From today on, updates are not guaranteed to happen weekly, and not necessarily on Friday.
Most weeks will probably still have an update on Friday. But it could also be Thursday, or Saturday. Or not at all! Perhaps even two updates a week or more. I want to be more flexible and surprising with the updates to give you, me and the team some ease of mind.

I hope y'all can understand this!

Cheers
Julian

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!