Ok, version 0.302 is up and available. It has several changes that you can see in the changelog in the OP. I have an edit button for most lists, but it hasn't been implemented yet. That is on my to-do list. The delete works, and the objective order works. I have also updated the quest I uploaded before with a new improved quest. Enjoy. Please report bugs here. Thanks!
Murteas
Testing now. Should have something later tonight or tomorrow depending on how the testing goes. Still need to add the edit the objectives & choices. Other steps you can edit. If you want to try out the 0.3 version prior to my testing here you go: http://goo.gl/vRRfF
0.3 version is coming soon! couple of notes: I've decided that I am probably already doing the "advanced" version even if I wanted to do the basic version. What I have now is probably already too complex for the beginning user. Add multiple choices per objective Add reordering of objectives (i.e. choices lead to what objective) Added more places to add "rewards" i.e. game modifiers (before objectives, after c
My plan is to release the source code so that others can come up with more advanced interfaces for specific types of quests, because I know I won't have time to accomodate everything that everyone wants. I am trying to come up with something that can be used by the new user so we have a ton of quests to choose from. I'd like to make something that will handle every type of quest, but I'm not sure if that is possible, the quest system can become quite complicat
Thanks. I think I would be able to do it now. So basically it does come down to having to create a customized champion...That's too bad. It's not so bad for the advanced modder, but not an easy thing for someone just trying to get into quest creation. They just want to spend 5 minutes filling out a form, not an hour making custom units.
[quote who="Heavenfall" reply="65" id="3234010"] I don't quite understand how to make multiple choice quests yet, is it possible?[/quote] Going from Frogboy's suggestion, I don't know if that is something that I'll have in the basic quest wizard. Is that something you think most people would like, it maybe too complicated to explain? Mostly I have to figure out how to assign what objective to go to next in an easy to understand wa
[quote who="Heavenfall" reply="66" id="3234014"]In the tactical maps list you are including Triggerdata files, those are not map files. The third text field when adding an objective needs to be more clear, I had no idea what it was. The "choice text". It is the story presented to the player as he arrives at a location or whatever. [/quote] It does look like there are a few trigger data filenames in the tactical map list, but most of the list shoul
Similiar problem to the henchmen before the latest patch. When I make a monster a champion (for example as a result of a quest), I can't see to give the new champion armor or weapons. Any one found a solution to this, or will I have to premake a unit that is originally designed as a champion and then add that customized unit. I was hoping I could just do this with any monster unit.
So do you have suggestions on what to add next? I want to keep it simple enough to make it approachable (I hope it is now, it may still be too complicated right now), but useful enough that experience modders will still use it.
Yeah, that is weird. I was going to post that I love the new fonts!!! Wonder what is going on for you.
Version .206 is up. See the changelog for details. Ability to add items on objectives and monster grouping in encounters are the biggest changes.
[quote who="Heavenfall" reply="56" id="3231917"]It looks really good so far. One suggestion: In addition to being able to add objectives at different places in the list, I would also like a way to edit past objectives I have put in. That would have to take into account that I may want to alter which one is the finisher for the quest. [/quote] I'm currently looking at this. My quandary is how to do this and still have it be simple enough f
Thanks for the bug reports. I will look at fixing the problems. I didn't realize the random items went in a different field. I've been so busy working on the program, that I haven't had a chance to play much with the quests that are produced, so I really appreciate the testing. Interesting thought about adding the wizard "metadata" to a separate field that is not used by the game. That could work. It could get pret
Version 0.204 is up. A few bug fixes.
Version .201 is up. Come try it out and let me know what you think? Also, I'd love to see some quests start getting posted. I have a few that I've made now that are probably good enough to share.
Big UI changes coming up. Bug fixes, etc. Stay tuned.
GFireflyE - It is super (!!!!!) easy to put your new quests in the game. Just save them in the My Documents/My Games/Fallen Enchantress/Mods directory and they will show up (assuming they have a high trigger chance :) ). Currently, when you save the quest it defaults to this location. If you have a quest that you think should show up in the game. Just post it and try to get Derek or Frogboy to see it, and maybe they can add it. Otherwise I expect we'l
I'll check out the crash and get it fixed. Derek, can we expect to get our hands on the spreadsheet sometime after release? I think that would be awesome (at least for those people that want to do the advance quest creation). By the way, you have done a great job with the game. Really enjoying the experience. Glad people are using it. Keep the bug reports rolling and I'll get to it as soon as I can. Thanks for
New version up. Fixed a bug with CreateGoodieHut modifiers.
[quote who="cardinaldirection" reply="40" id="3230634"] Quoting Murteas, reply 38 That would be great. Currently, I let the user resize all the windows, so resolution is a hard thing for me to say. I probably will lock it down once I know what controls are needed. Do you foresee the number of screens growing beyond seven (Start, Basic, Reward, Triggers, Text, Objectives, Save)?[/quote] Only if it is decided that we need to break up so
But just saying no (not failing the quest), doesn't have a failure result does it? Maybe I am just looking in the wrong place is there a current quest that does this?
[quote who="cardinaldirection" reply="37" id="3230535"]If you like I can crop and optimize the artwork found here for whatever resolution backgrounds in a jiffy? Among other things I do UI design.[/quote] That would be great. Currently, I let the user resize all the windows, so resolution is a hard thing for me to say. I probably will lock it down once I know what controls are needed. As for Github that is a good idea. If I relea
Ok, taking Frogboy's advice into consideration, I have revamped the Quest Wizard and made it easier for the novice to jump in and make a quest. I have also completed the steps, so you should be able to walk through and make a complete quest. I am releasing version .103 for people to try, but it needs a lot of testing. I will up the version to .2 when I feel it is stable enough to merit it. However, you should be able to try it out now and make some quests.
How can we cause something to happen if someone rejects a quest? Is there an example of this? ie. - Will you go kill the rats? No Way!!! Poof! An army of rats appears on the map.
Does the TotalPopulation trigger work?