Welcome to Alpha 4.9 - Update #34!
We’re finally shipping Campaigns! It’s been a loooooong time coming, but we’ve finally managed to get the campaign system ready for you all to sink your teeth into. We’ve also thrown in the new Logic Block system to let you make more advanced event and logic scenarios, as well as our first human enemy - the brigand!
Campaigns
A Campaign is a series of 2-5 adventures that are downloaded as a set by the player. To make a Campaign, you’ll need to do the following:
- Create 2-5 adventures!
- Create a campaign from the Campaign menu. You’ll need to give it at least a name to begin with
- Fill in the campaign details - a campaign has an overall difficulty and description
- Add the adventures you made to the campaign with the “Add Adventure” button. Once an adventure has been added, you can modify the order with the arrow buttons
- Once you’re happy with the setup, you need to load each of the adventures and publish it as you normally would. You should see the campaign name from the publish screen - because it’s part of a campaign the adventure won’t be visible from the regular gallery
- Finally, you’ll need to publish the campaign from the Campaign screen. Once this is done, your Campaign should be visible from the new Campaign tab in the gallery!
- Note: Only UN-PUBLISHED adventures can be added to a campaign.
Playing a campaign is very similar to playing a normal adventure, with a few differences.
- Campaigns are placed on your map with the new Campaign tab in the gallery
- Each campaign saves progress - if you complete part 1 of an adventure and quit, you can come back and replay any previously complete adventures, or continue from the next unfinished adventure
- You can also choose to go directly to the next level in the campaign from the Game Over screen
This is a massive feature for us, and there aren’t really any sections of the game it hasn’t touched in some way, so we expect there will be bugs. Let us know if you find any issues and we’ll do everything we can get prompt hotfixes out.
We also haven’t had time to create a sample campaign for everybody to try out, so right now the gallery won’t find any. With any luck, some of our awesome creators will step in and start pushing out campaigns shortly.
Logic Blocks
Logic Blocks are a new feature of our event system, and they allow you to exert more control over the event flow and timing in your adventures. You’ll find them in Entities->Logic Blocks.
You place them in the world on an empty tile, and from there you can send events to it’s “Trigger” action to fire it. A Logic Block has two main settings - All or Any. When using All, the Logic Block will wait for all of the inputs that are setup to go to it’s “Trigger” action to fire before it fires it’s own events. Use this when you want to fire events after the player has completed a set of tasks.
When using Any, the Logic Block will fire it’s events when it receives any input, which could save you some time when setting up complex event sequences.
Logic Blocks also allow you to delay events. If a delay has been set, once it’s conditions have been met (with All or Any) it will fire the events after waiting the set time.
A quick editor walkthrough of some of these features (this was recorded before we added Any functionality):
http://steamcommunity.com/sharedfiles/filedetails/?id=327690764Note: While you can connect Logic Blocks to other Logic Blocks to create loops, in order to cut down on network traffic we’re enforcing a minimum delay of 1 second.
http://steamcommunity.com/sharedfiles/filedetails/?id=329645401Water/Lava/Mud/Poison changes
We’ve added the ability to raise/lower non standard tiles (water/lava/mud/poison), but with a small difference compared to normal raising.lowering. When you raise/lower one of those tiles it will raise/lower all neighbouring (contiguous) tiles of the same type. This will allow you to make raised pools, something which wasn’t possible beforehand.
Teleporter changes
Based on your feedback from the teleporter system we shipped last week, we’ve added the option to make one-way teleporters. Each teleporter now has a toggle which lets you switch between Bidirectional, Only Sends or Only Receives. a teleporter that is set to Only Receive will looks like a disabled teleporter to players.
Cycling this setting will update the connected teleporter to the appropriate setting.
Brigands
Our first human enemy! Brigands are a new human enemy type that acts like a skeleton and sits somewhere between a skeleton and orc difficulty-wise. There are male and female versions of the card so you have some control over what your Brigands look like.
http://gfycat.com/CarefreeBlueEiderAlpha 4.9 Change ListNew- Added Campaign System
- ACK: Added new Brigand enemy type
- ACK: Added Logic Block entity
- ACK: Added new Wood Trapdoor variant and improved texture on Metal one
- ACK: Added a square ground teleporter variant that uses the fade teleport method
- ACK: Added ability to change transit type on a teleporter from Bidirectional to One-Way
- ACK: Blood decals are now toggleable via events
- ACK: Added “On Respawn” event to player spawn point
- ACK: Added ability to raise/lower non standard tiles (water/lava/poison/mud)
- ACK: Added new 1x3 and 1x5 mine tracks
- ACK: Added events for spike and gas traps
Changes/Improvements- Fixed still being able to use a teleporter that was disabled during the teleport
- Added a thin collider to the Door teleporter
- Better physics handling for enemies when coming out of a teleporter and spawning from a static spawner
- Reworked process of downloading updated adventures - now takes place on game launch rather than as you enter an adventure
- Optimised joining an adventure where a lot of events have been fired
- Added adventure difficulty setting to the end of adventure screen
- ACK: Made Prop palettes work with mouse dragging and scroll wheel
- ACK: Added missing help to Lava/Poison editing modes
- ACK: Reduced point costs on a stack of props
Fixes- Fixed an animation issue when swapping weapons immediately after a high climb
- Potentially fixed an issue where a player could get stuck in dodge mode
- ACK: Fixed some controller navigation issues with some newer ACK features
- ACK: Removed old QWERTY button in the settings screen in the ACK (we no longer use that feature)
- ACK: Fixed stools/toilet not being visible in palette (patch note of the year 2014)
Alpha 4.9 - Patch 1
- Fixed busted teleporters - sorry!
- ACK: Added events to turn triggers on/off/toggle
- ACK: Fixed creator dashboard rank bug
- ACK: Removed MODIFIERS button in menu
- ACK: Added ability to view campaign adventure details
- ACK: Added blocked/reported campaign info to dashboard
- ACK: Fixed being able to place triggers inside other triggers - woops!