I'll have to check the patch notes to remember what came. Let's see..Finally getting some free time to play some video games, haven't touched any game for like, a month maybe? After all the work i'm half dead, and now by simply gazing upon these update logs i think i just might have a seizure, so no, no reading the words anymore, now i remember i'll have to update the game too, and the modloader, how i miss the time when gaming is only plug and play.
So, good sir, care to give some minor hints about what's going on right now ? New mechanics and new companions maybe? Who's getting married and who's getting a divorce? What's your favorite food? At least lend me some clues.
That's an option, you don't need to make use of It. Maybe in the future It may be necessary for some thing like the Ether RealmNew computer, new monitor, new mouse. Going to try this "take control" thing again and see what happens, but maybe it's a problem resulting from other mods, though I don't really need to control my teammates anyway.
Wow that's not some "minor hints" i expected, much appreciation here, i mean it. Not gonna play 1.4 anytime soon, don't have that kinda energy. Glad they left the mod compatibilities right where they were. Thanks again, bra-the.I'll have to check the patch notes to remember what came. Let's see..
I think I may have missed some things, but you'll most likelly bump into the changes while playing the mod.
- Well, the Order Hud got changed, you have to press Q to open it, then navigate through It by pressing the number keys, or Q to return an order step/close the order hud.
- Added more tutorials to the mod, they will appear depending on what you do in the game. Sadly, the tutorial message is in the chat, so be sure to find time to read them, since they can be quite long.
- Implemented a Knock Out system, where your character and/or companions can get knocked out when health goes down, and be revived by other companions, or your character. Those are by default disabled on the mod settings, but you can turn on, and also set If your character or companions will die If they bleed out to 0 hp.
- A number of companion animations fixed, aswell as dialogues.
- Companions like Nemesis will now function differently when drawing. Instead of having an image for their body and arms, they will actually use the Terrarian sprites to draw themselves. That also helped Michelle to arrive in the mod, whose is another Terrarian companion, which you can find early in the game.
- Friendship Rank system arrives. As you get more friendship level with your companions, your Friendship Rank will increase. The Friendship Rank will impact on how many companions you can have following you. Due to the addition of the system, you can now have 5 assist companions (or in other words, 6 companions following you).
- Companions gained the ability of holding some more off hand items, like Water Candle, or Umbrella.
- The New Combat AI is now under effect in the mod, the old Combat AI was removed from the mod.
- Adjustments on the female TerraGuardian sprites.
- Gem Monsters gained some status nerfs, so they are less unbearable to face.
- New companions animations, like Petrified. Not all of them has an animation for that state, though.
- Several bug fixes.
By the way, the next thing coming in the mod will be a change on the request system. I'll release more info when I get the system mostly done. But I have to say, It seems to work a lot better than the previous.
As you may notice, the Terrarian companions still needs work on the drawing part. And funny, the wrap in mermaid torso should be on lamia outfit. For some reason that changed places. I'll have to investigate.View attachment 275830
Decided to have a trio of monster people, but I don't like the way the Mermaid Adornment puts a solid line on the waist, so I switched to a lamia wrap for Michelle. Also, her hair being visible no matter what she has on her head messed a bit with the idea of having another lamia.
I think I'll do melee with some poison if possible (snek venom), Nemesis can handle magic (maybe something dark if I can find it), and Michelle could fire a bow or some musical note-firing weapon from a mod (mermaids and singing and stuff), but I'll still give them melee weapons for if enemies get too close.
Fun.
Thorium Intensifies*and Michelle could fire a bow or some musical note-firing weapon from a mod
Yeah, i think is better like that, because if it was like theway you thinked first it would be just like the angler quest areHey guys, looks like I'll have to change a bit the plans on the new request system, to make things easier for me to handle.
Currently in the mod, each companion is going to have their own requests, with story and objectives. The problems with the current system, is that before
I launch the new request system, I will have to add requests to all companions in the mod. Until the moment, I've been able to reach the first request from Sardine (Rococo and Blue requests are mostly done).
The second problem, is that the new request system is very limited in requests It can give you. For example, Rococo has about 10 requests, and most of them involves the forest, after doing his requests several times, It will get extremelly tiring and annoying because the requests will repeat.
What I will try to do, is implement a kind of "common quests", which the companions will give generic quests, while using their generic request dialogues for It, and then give you their special requests after about 3~5 common requests complete (I think 3 is fine, though).
Hopefully that will make their requests less tiring and repetitive, beside I think I may even be able to add special rewards for completting certain requests, but that may be useful for a future system on the mod.
So, what do you guys think? Ideas? Suggestions? Critics?
Cool, Right?
That's the kind of thing I should revamp, but due to being so bizarre, I never manage to make an specific animation for using chairs.