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Hey Qin,

I think v19 is the first run of the new re-factored event system (that's mod friendly).  I'm pretty certain it isn't compatible with old saves.  Currently testing only the Hale sisters quest.  If there aren't egregious bugs we're gonna roll it out for all the existing official quests + mod guide.  Then we'll enable event modding from the mod folder after it all looks stable.

Sorry for the event bugs, but I didn't see a way to re-do the whole event system cleanly while maintaining compatibility with prior versions/old-save event triggers.

There will be continual updates with the event system across this version (v19) as I fix up and adjust stuff.  By v19d/e or v20 event system should be stable/good-to-mod.

I'll make a more official post for the event system after labor day weekend/monday.

There is no need to feel sorry for .19 build not backwards compatible with old progressdata. I may not understand anything about coding/programming, but even I understand when you remaking some structure, old things would likely get in the way and mess things up (plus I'm running on a Patreon preview build that's likely buggier than a stable public build anyway). I just first noticed it before it occurred to me I probably need to do a clean re-install for the new system to work.

I really like the new event for my starter. Having a character develop a relationship with my player character with pre-scripted event does make them more unique than random bandits/monsters I capture out in the wild. Hope something similar will be introduced to all the unique characters after their recruitment quest. Definitely excited for the upcoming feature of quest/event modding.