Nakano15
Terrarian
New TerraGuardians Mod Hotfix launched:
Have fun :3
Cinnamon will no longer show up when you disable mod companions.
Have fun :3
Nakano15
Terrarian
TerraGuardians Mod Update Launched!
I had to launch this to fix a number of bugs the mod had, including one with the old
companions combat behaviour, where they wasn't doing anything when using specific
types of weapons.
The side effect of this update, is that now someone that was going to rearrive... Just rearrived.
Say hello again to Quentin.
Rearrival: Quentin, The Story Teller
Quentin: "Ah, hello again. I was exploring the dungeon again on another world, and was captured
by skeleton mages. Help?"
I actually had most of his rearrival done, thanks to the help Makima gave in the past. I had to review
his codes and also fix some missing and misplaced dialogues that were in the game.
This companion was contributed by the user totote97, in the 1.3 version of the mod. The dialogues
were also made by him, so I also still left them as is.
That's about it. I felt a pity to replace Cinnamon in the icon for Quentin, but also would be unfair to
not change the icon for him, so I made them share the icon.
There's enough space for them to share the same icon.
Enjoy :3
I had to launch this to fix a number of bugs the mod had, including one with the old
companions combat behaviour, where they wasn't doing anything when using specific
types of weapons.
The side effect of this update, is that now someone that was going to rearrive... Just rearrived.
Say hello again to Quentin.
Rearrival: Quentin, The Story Teller
by skeleton mages. Help?"
I actually had most of his rearrival done, thanks to the help Makima gave in the past. I had to review
his codes and also fix some missing and misplaced dialogues that were in the game.
This companion was contributed by the user totote97, in the 1.3 version of the mod. The dialogues
were also made by him, so I also still left them as is.
The player character will no longer freak out when trying to speak to Fluffles while she's on their shoulder.
=> Also, the player character will no longer try to face Vladimir when being hugged while talking to him.
Quentin rearrives.
Fixed an error that could happen when Alexander tries to spawn while he's actually been met before.
=> That will also fix bugs related to his sleuthing action buffs.
Added the usage script for two of Betsy's weapons.
Fixed a issue where companions were unable to behave in combat when using specific types of weapons.
=> Also, the player character will no longer try to face Vladimir when being hugged while talking to him.
Quentin rearrives.
Fixed an error that could happen when Alexander tries to spawn while he's actually been met before.
=> That will also fix bugs related to his sleuthing action buffs.
Added the usage script for two of Betsy's weapons.
Fixed a issue where companions were unable to behave in combat when using specific types of weapons.
That's about it. I felt a pity to replace Cinnamon in the icon for Quentin, but also would be unfair to
not change the icon for him, so I made them share the icon.
There's enough space for them to share the same icon.
Enjoy :3
Nakano15
Terrarian
New TerraGuardians Mod Hotfix Launched.
Enjoy :3
Fixed a incompatibility issue with Quentin's head sprite and MrPlagueRaces Mod.
Enjoy :3
Nakano15
Terrarian
New TerraGuardians Mod Update Launched.
That should make the companions behave better when you're exploring the world with them. Also, the possibility of adding minigames
you could play with companions is tempting, so I should think of ideas to allow people to add more of them to the dialogues.
Enjoy :3
Edit: Oops, the current version of the 2P inventory management mode is also in the update, and I forgot to disable.
Oh well... You can use it at your own risk. You can trigger it by pressing Select (or Back button) on the second controller.
Fixed a issue where when speaking with Alexander for the first time, both alternatives you had had the same text, beside different dialogue outcomes.
You can now ask companions to play Rock, Paper and Scissors with you.
=> Go in their dialogues, on the option "I just want to chat.", then click "Lets play a game." to find it.
=> Something terrible will happen if either you or the companion win more than 255 times.
Companions that can't be mounted on will no longer let you know that they can mount on your shoulders.
=> Yes, you can stop daydreaming now. Huh.
Companions are now able to jump slopes again.
Sardine's Bounty Board will now generate bounties correctly.
Companions will now jump whenever they're underwater, have less than half their breath bar left, and there's air pocket above them.
You can now ask companions to play Rock, Paper and Scissors with you.
=> Go in their dialogues, on the option "I just want to chat.", then click "Lets play a game." to find it.
=> Something terrible will happen if either you or the companion win more than 255 times.
Companions that can't be mounted on will no longer let you know that they can mount on your shoulders.
=> Yes, you can stop daydreaming now. Huh.
Companions are now able to jump slopes again.
Sardine's Bounty Board will now generate bounties correctly.
Companions will now jump whenever they're underwater, have less than half their breath bar left, and there's air pocket above them.
That should make the companions behave better when you're exploring the world with them. Also, the possibility of adding minigames
you could play with companions is tempting, so I should think of ideas to allow people to add more of them to the dialogues.
Enjoy :3
Edit: Oops, the current version of the 2P inventory management mode is also in the update, and I forgot to disable.
Oh well... You can use it at your own risk. You can trigger it by pressing Select (or Back button) on the second controller.
Last edited:
Nakano15
Terrarian
New TerraGuardians Mod Update Launched!
First of all, sorry for taking too long to update the mod. I was feeling kinda burned out of the mod, so
I had to take it easy. Gladly, today I managed to get some gas to work on it, and finish some stuff, which
I'll talk about. But for now, lets greet our current companion rearrival...
Miguel Rearrives
Miguel: "*I see that you've been building fat while I was away. Time to burn all that fat into muscle, Terrarian.*"
The personal trainer you never asked for returns, and he will still offer you daily exercises for a buff that will increase your
character stats.
The buffs themselves have their time cumulative, so if you keep doing his exercises, you can even get the buff to not run out...
...unless you die...
Yeah, he's mostly the same, except that now you can see his eye colors.
Path Finding Changes
The path finding of companions has changed, so they should better follow your character during the exploration.
It is not perfect yet, but should be a lot better than it was before. Do let me know if you bump into issues, or if
the companion does something stupid when trying to reach you.
Some more companion awareness.
Companions following you will now react when you meet a new companion, you ask a companion to join your group, or leaves.
That's quite a minor interaction that will make having them around a bit more interesting.
I'll still need to add more reactions to companions, and also see to not getting myself burned out with dialogues meanwhile.
Changelog
That's it for this update. I hope you enjoy your gameplay, and as always:
Have fun
First of all, sorry for taking too long to update the mod. I was feeling kinda burned out of the mod, so
I had to take it easy. Gladly, today I managed to get some gas to work on it, and finish some stuff, which
I'll talk about. But for now, lets greet our current companion rearrival...
Miguel Rearrives
The personal trainer you never asked for returns, and he will still offer you daily exercises for a buff that will increase your
character stats.
The buffs themselves have their time cumulative, so if you keep doing his exercises, you can even get the buff to not run out...
...unless you die...
Yeah, he's mostly the same, except that now you can see his eye colors.
Path Finding Changes
The path finding of companions has changed, so they should better follow your character during the exploration.
It is not perfect yet, but should be a lot better than it was before. Do let me know if you bump into issues, or if
the companion does something stupid when trying to reach you.
Some more companion awareness.
Companions following you will now react when you meet a new companion, you ask a companion to join your group, or leaves.
That's quite a minor interaction that will make having them around a bit more interesting.
I'll still need to add more reactions to companions, and also see to not getting myself burned out with dialogues meanwhile.
Changelog
Fixed a issue where tossing an item while bond-merged with a companion softlocked many game actions and interfaces.
Added reactions to companions based on when a new companion is met, joins the party or leaves the party.
Pulling a companion to you will now clear their path finding.
Bree will no longer be attacked by monsters when she's not recruited.
Companions should now better find their way to their target, when using path finding.
Leona's Portal will no longer spawn unless your character has at least 200 Max Health.
Being caught by the Ghost Fox Guardian with Jumpscare version of cutscene no longer hides most of your game interfaces, upon reentering the game world.
When a companion following target is a character, they will try stop following them when on the ground, and close to the one they're following.
Companions Tough personality will now display their other dialogues correctly.
Miguel rearrives.
Alexander will now show his final recruitment message after you meet him.
Leading companion will no longer try walking where you right clicked a interface while holding a torch.
Fixed a bug where the Zombie Guardian would keep burrowing underground... Until maybe it reached the underworld, or something.
Added reactions to companions based on when a new companion is met, joins the party or leaves the party.
Pulling a companion to you will now clear their path finding.
Bree will no longer be attacked by monsters when she's not recruited.
Companions should now better find their way to their target, when using path finding.
Leona's Portal will no longer spawn unless your character has at least 200 Max Health.
Being caught by the Ghost Fox Guardian with Jumpscare version of cutscene no longer hides most of your game interfaces, upon reentering the game world.
When a companion following target is a character, they will try stop following them when on the ground, and close to the one they're following.
Companions Tough personality will now display their other dialogues correctly.
Miguel rearrives.
Alexander will now show his final recruitment message after you meet him.
Leading companion will no longer try walking where you right clicked a interface while holding a torch.
Fixed a bug where the Zombie Guardian would keep burrowing underground... Until maybe it reached the underworld, or something.
That's it for this update. I hope you enjoy your gameplay, and as always:
Have fun
Nakano15
Terrarian
Update Launched!
I have no idea what happened to the other two versions, but oh well... There it is.
Enjoy :3
Bosses will no longer prevent rescue from happening.
Added hooks for modifying companions:
=> Lobby Dialogues, Other Topics and Games.
Added setting to prevent ko'd companions from dying to lava and stuff.
Moved this mod's Movie Player to NTerraria Utilities mod.
=> Cutscenes using it will still play, but they will be handled by that other mod instead.
Heh implemented.
Added hooks for modifying companions:
=> Lobby Dialogues, Other Topics and Games.
Added setting to prevent ko'd companions from dying to lava and stuff.
Moved this mod's Movie Player to NTerraria Utilities mod.
=> Cutscenes using it will still play, but they will be handled by that other mod instead.
Heh implemented.
I have no idea what happened to the other two versions, but oh well... There it is.
Enjoy :3
Nakano15
Terrarian
TerraGuardians Mod Hotfix Launched.
Enjoy :3
Added a setting to force teleporting instead of pulling by rope, companions that are stuck, or force pulled.
Added a measure to avoid potential crashing when drawing companion faces when in game menu. (caused by other mods)
Added a measure to avoid potential crashing when drawing companion faces when in game menu. (caused by other mods)
Enjoy :3
Nakano15
Terrarian
TerraGuardians Mod Update Launched.
What? You wasn't expecting an update? And it brings up a new feature up for testing, which I'll talk about now.
Generic Companions up for Public Testing
The Generic Companions feature is in, or kinda. It still needs testing, but anyone can try it. First, let me explain what they are.
The Generic Companions are demi generated companions that can appear in the world. They have random name, visuals and even gear,
and currently there's only one type of them that you can find, whose are normal Terrarian companions, and they're friendly.
If the companion is friendly, you can talk with them, ask them to follow you for a while, or even register them to your companions list,
so they end up being another companion you can summon.
Do be careful though, currently there's no way of unregistering a companion from your companions list, but I'll see to adding that in the
future. Due to the way the companions are generated, the freshly generated ones will stay in the game memory for one in-game day,
before being erased. If you spoke with them, the companion will last 30 in-game days instead, with the time refreshing each time you
talk with the npc. Now if you register the companion on your companions list, they will lose their lifetime, and will no longer be
deleted as in-game days passes.
Of course, this feature is still up for testing, so best not to enable them on an actually serious playthrough.
You'll see a option in the mod Server Settings called "[WIP] Enable Generic Companions". Just enable it, and keep an eye out when
exploring the game world. You might end up bumping into one of them.
If you find bugs, do let me know.
Are you curious about why took me this long to launch an update to my mods? I'll tell you why, it's because until last month,
I was working on a halloween update for my game project (yeah, I totally blew the deadline with this one). Now that I finished
it, I can dedicate some time to my mod projects too.
By the way, if you check out my game project, would be really nice. I've been working hard on it for about 2 years, so would
be cool if more people played it.
Anyways, I hope you guys like the update.
Have fun :3
What? You wasn't expecting an update? And it brings up a new feature up for testing, which I'll talk about now.
Generic Companions up for Public Testing
The Generic Companions feature is in, or kinda. It still needs testing, but anyone can try it. First, let me explain what they are.
The Generic Companions are demi generated companions that can appear in the world. They have random name, visuals and even gear,
and currently there's only one type of them that you can find, whose are normal Terrarian companions, and they're friendly.
If the companion is friendly, you can talk with them, ask them to follow you for a while, or even register them to your companions list,
so they end up being another companion you can summon.
Do be careful though, currently there's no way of unregistering a companion from your companions list, but I'll see to adding that in the
future. Due to the way the companions are generated, the freshly generated ones will stay in the game memory for one in-game day,
before being erased. If you spoke with them, the companion will last 30 in-game days instead, with the time refreshing each time you
talk with the npc. Now if you register the companion on your companions list, they will lose their lifetime, and will no longer be
deleted as in-game days passes.
Of course, this feature is still up for testing, so best not to enable them on an actually serious playthrough.
You'll see a option in the mod Server Settings called "[WIP] Enable Generic Companions". Just enable it, and keep an eye out when
exploring the game world. You might end up bumping into one of them.
If you find bugs, do let me know.
Fixed a broken translation on Alex's dialogue.
Fixed a issue that made Other Dialogues hook from companion dialogues never trigger for personality.
Added more dialogue hook related to minigame.
Fixed issue with pathfinder overshotting how far a companion can jump.
You can no longer make use of the Order interface while knocked out.
Added a AI range limit to Wand of Sparking and Frosting, so companions can better fire them at foes.
Generic Companions are available for testing.
=> Warning! This feature is still up for testing, so not recommended to use it on a serious playthrough.
=> To enable them spawning, go into the mod Server Settings, and enable "[WIP] Enable Generic Companions".
=> If you want to keep a generated companion on your party, just select the dialogue option of adding them to your companion list.
=> Yes, they come with gear. And no, you wont be able to change it until certain Friendship level.
=> Generic Companions have a life time which starts at 0 days left, and is extended by 30 upon talking to them.
=> => That's invalidated when the companion is added to a player character companion list.
=> Generated Generic Companions can even end up showing up on other worlds too.
Added Change Equipment level requirement to friendship unlock.
=> That will be 0 by default, so one will still be able to change equipments and inventory of companions.
Luna now has extra Jump Speed by default, so she should jump higher now.
Fixed a issue that made Other Dialogues hook from companion dialogues never trigger for personality.
Added more dialogue hook related to minigame.
Fixed issue with pathfinder overshotting how far a companion can jump.
You can no longer make use of the Order interface while knocked out.
Added a AI range limit to Wand of Sparking and Frosting, so companions can better fire them at foes.
Generic Companions are available for testing.
=> Warning! This feature is still up for testing, so not recommended to use it on a serious playthrough.
=> To enable them spawning, go into the mod Server Settings, and enable "[WIP] Enable Generic Companions".
=> If you want to keep a generated companion on your party, just select the dialogue option of adding them to your companion list.
=> Yes, they come with gear. And no, you wont be able to change it until certain Friendship level.
=> Generic Companions have a life time which starts at 0 days left, and is extended by 30 upon talking to them.
=> => That's invalidated when the companion is added to a player character companion list.
=> Generated Generic Companions can even end up showing up on other worlds too.
Added Change Equipment level requirement to friendship unlock.
=> That will be 0 by default, so one will still be able to change equipments and inventory of companions.
Luna now has extra Jump Speed by default, so she should jump higher now.
Are you curious about why took me this long to launch an update to my mods? I'll tell you why, it's because until last month,
I was working on a halloween update for my game project (yeah, I totally blew the deadline with this one). Now that I finished
it, I can dedicate some time to my mod projects too.
By the way, if you check out my game project, would be really nice. I've been working hard on it for about 2 years, so would
be cool if more people played it.
Anyways, I hope you guys like the update.
Have fun :3
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