Devlog 26


Hello and welcome back to another dev update!

Both my partner and I got very sick since my last update, but I was feeling better this week and I still got a decent amount of changes made! Most of the changes are rather technical, but I'll sum them up the best I can:

The two big things for this week:
> Adding a weighted random spawning system for monsters using a 'regional affinity score'
> Parsing and improving TQ's item distribution code for placing items in chests

New subactions, including:
> change stat, which will be the backbone of a lot of actions
> new targeting subaction for targeting other monsters

Bug Fixes:
> fixed an error causing the AI controller to crash when unable to find an action
> fixed a bug where the improper face would sometimes load onto the Danaume model

If you'd like to read more about any of the changes this week, I'll add on a technical digest in the post right below this! It'll include all of my thoughts on how the new systems work, the causes of all of the bugs, and how I fixed them!

In terms of what's coming in the future, I'm not quite ready to put anything out to the general public, and just a slight bit closer than that to being ready for another nightly. A lot of systems are at a very comfortable halfway point, though! I think I'm intending to add in the item distribution code, fix up the player's action system, and then make another release.

That's all for this week! Thanks so much for your continued support - especially to those people who are supporting me financially. I'm sticking to my guns on keeping everything reasonable free, and I'm very happy to say that I've only lost the support of a few people since that decision. For as long as I am able, I'm very happy to make things openly accessible to everyone!

Have a good weekend everyone, and I'll see you around!