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Just went with an extremely simple lockpicking minigame lifted from the Gothic series, where you press left/right in the correct sequence. Got a randomized sequence based on object and map ID numbers, so each lock is the same sequence every time you try. Done with minigames for now, but I plan to make one more for gambling sometime in the future.
This week, I'm gonna do evasion animations and add another couple maps and quests to the first two chapters. Then, I will finally playtest the first 3 chapters myself. Then I'll do a Brigand patch in time for the anniversary in July, then start on Warlord Ch.4.
Complete list of changes:
-New minigame: Lockpicking ("if_minigame3").
-Implemented locking minigame in door and chest scripts.
-Improved Party AI indicator in HUD (only displays when game is paused, top-right corner).
-Improved playing instruments for gratuity (now shows who gives you coins, 50 times/chapter limit).
-Booleans that check if objects are nearby now measure from parent if object is being carried.
-Changed "musicString" command to "minigameString" (also used for lockpicking).
-New "seed" parameter for "minigameString" (random lock based on object ID).
-Unlocking doors now also unlocks any adjacent door (for double doors).
-Temp.par party file is now hidden from import party list.
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