Please confirm you are at least 18 years old of age. Otherwise leave the website.
Sign up
Log in
Aug 31, 2025 09:54 pm
Public post
This content was created for artistic and entertainment purposes FOR ADULTS ONLY and may include pictures and materials that some viewers may find offensive. If you are under the age of 18, if such material offends you or if it is illegal to view such material in your community please exit the page IMMEDIATELY. All depicted characters are fictional. No live victims were produced during this content creation and no harm was imposed upon any live creature. All characters depicted in sexual situations are 18 years of age or older and of the age of consent, even if it looks otherwise. Acts depicted are all consensual.
The MiniLog: A Land of Many Languages
Hi everyone.
I have a quick evening patch for you all. There have been some additions, some changes, and some fixes. Let’s get right into it.
Added: 2 new slime types. A hardy pink slime, and a splitter slime.
Added: 3 new randomized weapon racks to the dungeon which can spawn at set locations.
Added: Korean language support to the game. TLoH should now be able to support KR projects.
Change: Weapons will now equip directly to the hand on pickup if no other weapon is currently equipped to the weapons given slot.
Change: Converted settings data and save/load backend to C++. Note old settings data will be reset.
Change: Character creator environment buttons now highlight on hover
Change: Weapon equip anchoring. Weapons should now sit in the player hands better.
Fix: Issue where returning to main menu after death and then going straight back to the sandbox from the main menu would result in a softlock. Issue caused by player HP not being reset on sandbox startup via main menu.
Fix: Mislabelled header on Settings>Controls page. Section was labelled "Combat" when it should have been "Dialog".
Fix: Issue where settings dropdown menus were not highlighting on select
Fix: Issue where the transition triangles would rarely get stuck if the game window was not focused. I've added a fallback check so it should complete the transition even when the window is not focused.
Fix: Issue where odyssey audio tracks were named incorrectly in the Audio compendium
Fix: Issue where equipping an item will unequip the current equip but won't actually equip your selected item until the item currently slotted is unequipped, forcing you to have to click on the item you want to equip twice.
Fix: Issue where the lock on marker was not appearing when hovering over enemies.
Fix: Issue where TLoH projects would not load.
Translation Support
This build introduces language translation support. This means that the game can begin translation to other languages. Translation support doesn’t cover all of the text in the game yet, but it already covers the overwhelming majority of it.
This feature was going to be developed post-combat update(s), however it has been pushed back so many times, I felt it wise to slide in ahead of schedule. It has waited long enough.
If you know a second language or are interested in translating the game to your mother tongue, let me know over on the discord. We have a little channel where translators are hanging out, and we’d love to have you!
Combat News
Also in the news, I’ve added a couple of new slimes. Nothing major. Just a new splitting type, and a simple little tough type. These are very rough test enemies I cobbled together and will certainly require further tuning and some unique design touches if they are to become serious monsters.
I am now working towards the long awaited golem enemy. I’m not sure whether it will be quite as cute as the slimes but I’ll try my best~ After I’ve made this little golem, I would like to make a couple more, at differing tiers of difficulty (i.e. a mid tier golem and a mid-high tier golem). Honestly, I think tuning combat on the player side should be priority before adding more mobs, as the current combat system doesn’t feel as great as I’d like it to, and clunky player vs inherently clunky enemy probably won’t make for good gameplay.
Finally for new additions I’ve made what I hope will be considered a quality of life improvement to weapon equipping. Now, weapons will equip directly on pickup if no other weapon is currently equipped to the weapons given slot. This means that if you drop your weapon, you can pick it up and get back into the fight immediately without having to fiddle around with items in your inventory.
Upcoming Changes
Aside from new MOBs, there are a few combat adjacent objectives I want to check off in the coming weeks.
Firstly, picking up loot and other drops right now feels a little weird. To resolve this, I plan on having 2 ways to pick things up. There will be precision pickup, where you hold right click to aim, and then pick up. The second is proximity pickup, where you have the option of picking up (or interacting with) the closest thing your character is facing towards. This would make picking things up far quicker than the current raycast method, and offer more accessibility to controller users (once support is added there).
Next is the issue of dropping ones weapons. I’ve set things up so you drop weapons on ragdoll. The reason this exists is so I can have enemies blast you with magic beams and throw boulders at you causing you to ragdoll and drop what you’re holding. We may not have scabbards yet, but weapons will finally be getting attached to the player back directly so they won’t fall when sheathed even if you ragdoll. This will make dropping things a lot less frequent. Once we have an enemy that can ragdoll the player, I would like to experiment with having your items drop based on player stats and strength.
While we’re on the topic of stats, weapon stats are to be added fairy soon, and will make the different grades of weapon a lot more impactful.
Last but definitely not least, the final major priority for combat (for now) is the overhaul to combat animations and move sets. I want to completely round out melee sword play and may also touch on gun aiming. As mentioned in previous updates, a point of focus will also be improvements to torch held animations.
And So It Continues
These are just the major priorities. I’ll be checking off other objectives in the background in as we move forward, (such as save slots, enemy drops, enemy spawns in dungeons, trait development, crafting system prep, e.t.c). Projecting a little father, after I’ve improved sword play, we will be getting some spells.
That’s all from me for now. I hope to be back here soon. Thank you all for following along. Please be sure to let me know your thoughts, or if you have any comments and questions.
SubscribeStar and its trusted third parties collect browsing information as specified in the Privacy Policy and use cookies or similar technologies for analysis and technical purposes and, with your consent, for functionality, experience, and measurement as specified in the Cookies Policy.