Hoo-boy, we're finally at build 1000 (!), and while I was trying to save such a momentous build number for something really, really cool, well, these little bugs decided to rain on my parade. There's always build 2000 to look forward to, right...?
As I mentioned before, it's mostly little bugfixes in this one, but build 1000 also includes the new Mods menu, which displays a list of any mods that've successfully been loaded with the game. Mod authors can also now include a file named mod_info.cfg with their mods that can include some information about their hard work, which'll affect how the mod is displayed in the mod menu. This file can be filled with text describing the changes to the game their mods make, or even instructions or special gameplay mechanics that're specific to their mods. I'm hoping to parlay the work I've put into this into full Steam Workshop integration, but that'll have to wait for a future update.
The format of mod_info.cfg should be as follows:
Most of the included example mods also have a mod_info.cfg file included in case you need some examples!
In addition to bugfixes, the update exposes a few more aspects of the game to the modding API, which should hopefully allow our intrepid mod authors to change the game up in ways that weren't possible before including the creation of new equipment mods! I'll be working in the future to open more of this stuff up now that I've reaccustomed myself to the codebase.
Thanks again for all of your support and patience -- the discussion boards have been monumentally helpful in finding and fixing these issues. By that same token, please let me know if you encounter any issues and I'll get to squashing those darned bugs posthaste!
Beyond bug-fixes, I'll be working in the upcoming months to try to come up with some new content for the game -- nothing major, but hopefully enough to give old players of the game a reason to take another trip to the Western Wastes!
Hasta la vista, behbeh.
- Arthur "Mr. Podunkian" Lee
Changelog for build 1000:
- Added an in-game Mods menu that displays a list of all mods that're currently enabled!
- Fixed an issue where player inputs were getting eaten up if they'd interacted with a UI element. Thanks to Ratha Wynter for helping me track this one down!
- Sternly reminded the S.O.B. Purifier on the title screen that the big red light's supposed to come out of it eyes, not floating around nebulously around the back of its head. Guess someone wasn't too happy about having an entire game mode dedicated to getting rid of him.
- Added a stack limit to the Chowitzer and Rotaway items. Sorry to all of you weirdos running around with dozens of pills and pizza sandwiches in your pockets.
- Corrected some data entry errors (read: typoes) with the Alienator weapon that allowed it to somehow fire while it was already firing. Double firing. Oh my god. It's a double firing gun. All the way. Dude. Whoaaaaaaaaaaaaaaaaaaaaaa. (Are double rainbow jokes still cool?)
- Corrected an issue with certain enemy attacks (such as the Tank boss's lasers and rockets) that would cause them to secretly double fire the first time they're used. Double fire. Whoaaa. All the way... Duuuuude. (Thanks to king bore haha for help finding this one!)
- Modding API: Added a Register() function to EquipmentModification.
- Modding API: Exposed ArmorModification and EquipmentModification to the API.