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The update deleted CC-sounds, so I added it again from the public repo. If you started the game without it, it would have reverted, and you'll need to go to the options menu and select CC-sounds again.
It's here! a month after 0.H Herbert has released fully on GitHub, I have had the chance to sit down and add all of the steam code necessary to run workshop and other things that have already been integrated before. I'm not a very wordy person, so I won't really go on and on here in the steam release announcement, but Kevin has written up a very nice 0.H release announcement HERE. I'm still working on my Master's degree, so I haven't really had much development time either here on the steam release or on the main branch. That will be finishing up hopefully this semester, where I will have more time to work on projects that are not school related. I definitely have a lot of ideas for Magiclysm specifically, and even am excited already for the features that will make it in to 0.I such as the new UI features and the work that's being done on the savefile sizes, which should allow me to fix the steam cloud issues for large saves for the 0.I release. I will look into perhaps porting it, but I won't promise it because I don't want to let you guys down. In the meantime, I'm doing my due diligence and serving up the stable release as promised back when I started the Steam releases. A warning about saves and workshop content: This is a major release, so some workshop content may have errors if it is for the previous version. Some workshop content may function despite the errors, but there is not a guarantee. Additionally, I recommend starting new saves with new major version, but the development team has spent a large amount of time making sure that you could load a save from the previous stable version (0.G) in this version (0.H). You may get some red errors that you can ignore. There is a small possibility of odd things happening, like items getting deleted, so I recommend backing up your save if you are attached to it, and if this version does not play nice, you may have to download a previous version from the GitHub (you can find it via the previous link) in order to finish playing your save. If you are catching the announcement during the winter sale and you haven't picked up the Steam version yet, check it out! Have fun!
- fixed folder path for steam workshop mods - fixed workshop id for in-repo mods so they don't show up in workshop upload list
You can now upload and download mods via Steam Workshop! I made it as simple as possible - you create a mod that the game can see as a mod (see the documentation on creating mods on the repo) and you press "Upload"! It's as simple as that! To play a mod from the workshop, all you need to do is subscribe, and the mod becomes installed. Then you create a new world with that mod enabled as normal! I hope to see much use of the workshop now that it is available publicly! I will note that the Linux build will lag behind the Windows build. Hopefully it's out within a couple days. It's been a really long road, much longer than expected. I first was very optimistic about the Steam Workshop nearly a year ago, but I ran into some significant roadblocks with development, and then ran into Real Life (TM). Not to put too fine a point on things, but I had to go to my day job in addition to going back to school for a Master's degree, which didn't leave much room for much else outside of that. I'll still be doing that for about a year, so I don't want to promise too much still, but I have permanently overcome one of the most important roadblocks (at least for me): The debugger. Now that I can use the debugger properly (admittedly it was a simple fix, but not extremely well explained) I can go into other steam-specific things such as tracking down the achievement bugs. The Stable 0.H version is just around the corner, but I do not plan to release it on steam until after it is officially released on the repo as well.
There are some issues with having configs saved in the cloud, such as not being able to delete and reset them easily, and also if someone has multiple platforms they play on with different keybindings. For that reason, the cloud no longer syncs config files.
Guys it's here! I'm so excited! Cataclysm: Dark Days Ahead on Steam! There are just too many feelings and thoughts to roll into an event description like this, but this release surely wouldn't have happened without the continuous encouragement of the community for the past 5 years. Here's to 5 more! and beyond!
With the help of I-am-Erk with graphics, I have implemented Steam Achievements into DDA. Expect to see some more fun achievements in the future! We have a nice slew of achievements to meet us right out the gate in time for our March 31st release date!
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