Dev blog 116 - Modding
Hey folks!
On Monday we released our long awaited Content Update 7!
Along with a bunch of fixes, changes and improvements, it also marks the release of our Editor to the general public. That’s right, you can now play the game in a modded environment and create your own mods or install mods others make!
We have prepared several modding guides to help anyone wanting to try making their own. These span making new abilities, relics, encounters, maps, units, etc.
The guides are now all up!
Abilities guide! Units guide! AI guide! Auras and ground effects guide! Status effects guide! Equipment guide! Relics guide! Skirmish maps! Encounters!
Due to how the game is set up, some things are simpler to mod than others.
Relics, skills and (by extension) status effects are for the most part a “drop in and it works” resource. They automatically integrate with their respective systems.
Encounters, zones and skirmish maps are, to some degree, mutually dependent on each other. Zones require some number of encounters to work, and encounters that have a fight need to specify the skirmish map where the fight is, and each fight needs input from the encounter (if set up for it) on where to spawn enemies.
The guides will go into more detail on each aspect of modding if you’re interested.
Other than this, we have a patch for later today that will fix some issues found at the last minute before the update went live and a few extra ones reported after, plus some additional VFX.
This is about the time we like to either mention or write a whole blog post about the “what next?” question, the roadmap, the future, 1.0 release and adjacent topics.
Good news!
There’s one more feature we’ve got in the oven, the dreaded Endless Mode (name pending?). We have it playable internally, but we still need to playtest it and tweak it and see what the difficulty progression needs to be and all that stuff. Once we’re happy with that, we’ll slap the big ol’ 1.0 sticker on the game and release it out of Early Access! It’s really not that far off.
After that, we plan on supporting the game with any updates the game can benefit from. We’ll be listening to every piece of feedback we receive and see which ones we can do to further improve the game! Just like, keep in mind we’re a small team and don’t have the manpower to turn the ship (or the camera) in a whole different direction. Thanks!
If you have any questions about either modding, our release date, or just want to yell at us for making a (great) game, join our Discord server and let’s engage in some constructive discussions! Steam forums are fine too!
MarkoP
On Monday we released our long awaited Content Update 7!
Along with a bunch of fixes, changes and improvements, it also marks the release of our Editor to the general public. That’s right, you can now play the game in a modded environment and create your own mods or install mods others make!
We have prepared several modding guides to help anyone wanting to try making their own. These span making new abilities, relics, encounters, maps, units, etc.
The guides are now all up!
Abilities guide! Units guide! AI guide! Auras and ground effects guide! Status effects guide! Equipment guide! Relics guide! Skirmish maps! Encounters!
Due to how the game is set up, some things are simpler to mod than others.
Relics, skills and (by extension) status effects are for the most part a “drop in and it works” resource. They automatically integrate with their respective systems.
Encounters, zones and skirmish maps are, to some degree, mutually dependent on each other. Zones require some number of encounters to work, and encounters that have a fight need to specify the skirmish map where the fight is, and each fight needs input from the encounter (if set up for it) on where to spawn enemies.
The guides will go into more detail on each aspect of modding if you’re interested.
Other than this, we have a patch for later today that will fix some issues found at the last minute before the update went live and a few extra ones reported after, plus some additional VFX.
This is about the time we like to either mention or write a whole blog post about the “what next?” question, the roadmap, the future, 1.0 release and adjacent topics.
Good news!
There’s one more feature we’ve got in the oven, the dreaded Endless Mode (name pending?). We have it playable internally, but we still need to playtest it and tweak it and see what the difficulty progression needs to be and all that stuff. Once we’re happy with that, we’ll slap the big ol’ 1.0 sticker on the game and release it out of Early Access! It’s really not that far off.
After that, we plan on supporting the game with any updates the game can benefit from. We’ll be listening to every piece of feedback we receive and see which ones we can do to further improve the game! Just like, keep in mind we’re a small team and don’t have the manpower to turn the ship (or the camera) in a whole different direction. Thanks!
If you have any questions about either modding, our release date, or just want to yell at us for making a (great) game, join our Discord server and let’s engage in some constructive discussions! Steam forums are fine too!
MarkoP