Releases: Aelto/tw3-random-encounters-reworked
Releases · Aelto/tw3-random-encounters-reworked
v1.12-pre-release_0
- fix: add trophies to contract creatures
- Merge pull request #55 from nicollasricas/master
- Allow players to choose trophy animation chance
- add trophies to contract creatures
v1.11.1
- NEW check to pause any encounter when the player is in a scene or a gameplay scene
- NEW don't spawn static encounters when the player is playing as Ciri
- FIX a bug that caused the No camera scenes on horse (Immersive Camera compatibility) to not do anything and still cause a crash for IC users
v1.11
- NEW optional feature for ImmersiveCamera compatibility
- NEW optional feature to enable path finding in monster trails
- NEW static encounters settings to control their chance of appearing. Default values for small static encounters: 80; large static encounters: 60.
- NEW reward system option to allow creatures to drop crowns
- NEW pause all monster hunts and ambushes if the player is busy (scene, gwent, boat, quest scenes)
- NEW the chance of duplicating a creature is now inversely proportional to the creature's size
- NEW add simplified commands for monster hunts and ambush (exampe:
rerh(CreatureGHOUL)
for a ghoul huntrera(CreatureFIEND)
for a fiend ambush) - NEW playing a monster contract delays any future encounter that would have appeared, reducing the amount of interruptions.
- UPDATE removed long and unnecessary long pause in the monster contract encounter, the encounter will flow in a smooth way now
- FIX a bug that caused monster hunts to go in a straight line towards the player
v1.11-pre-release_0
- Create get_creature_size.ws
- #51 add crowns to creatures based on the settings
- #51 add the localized string for the crowns menu
- #51 add the monster crowns menu
- create crowns calculator page
- #50 teleport the bait on the monsters if player is busy
- monster hunts no longer in a straight line
- update the specters clue examination voiceline
- specters now use nekker tracks instead of fog
v1.10
v1.10-pre-release_1
- set the phase checkpoint at the last placed tracks
- add the starting camera scenes
- fix the trail split phase
- add a camera scene to the kneel animation phase
- set the phase checkpoint to the latest track drawn
- create the final trail combat phase, where the picked creature is spawned
- add a voiceline to the trail choice phase
- add a voiceline at the end of the contract
- decrease the trails end radius
- wait for tracks to be created before playing the animation
- spawn the ambush monsters behind the camera
- do not play the kneel animation phase if geralt is on horse
- improve the phases flow, and remove visual clutter from previous tracks
- add a function to the trailmaker to hide previous tracks
- overhaul phases working, tweaks needed
- add the trail_breakoff phase
- add the trail_choice phase
- finish the trail_combat phase
- create the combat phase
- add an utility function
areAllEnttiesFarFromPlayer
- allow hunts to leave combat if geralt is too far away
- setup the base state TrailPhase
- setting up the statemachine
v1.10-pre-release_0
- create the final trail combat phase, where the picked creature is spawned
- add a voiceline to the trail choice phase
- add a voiceline at the end of the contract
- decrease the trails end radius
- wait for tracks to be created before playing the animation
- spawn the ambush monsters behind the camera
- do not play the kneel animation phase if geralt is on horse
- improve the phases flow, and remove visual clutter from previous tracks
- add a function to the trailmaker to hide previous tracks
- overhaul phases working, tweaks needed
- add the trail_breakoff phase
- add the trail_choice phase
- finish the trail_combat phase
- create the combat phase
- add an utility function
areAllEnttiesFarFromPlayer
- allow hunts to leave combat if geralt is too far away
- setup the base state TrailPhase
- setting up the statemachine
v1.9
- add squares with youtube icon
- add small square images
- add encounters images
- Update index.html
- Update index.html
- use 2D distance instead of 3D to avoid infinite loops in steep terrain
- increase encounter timer speed during the CluesFollow state
- add 8 static encounters
- increase the contract cone angle
- actually reduce foottracks_ratio for fog
- decrease the amount of clues created
- fix update & release scripts
- fix gargoyle track voiceline
- fix wrong menu entries
- add 2 static encounters
v1.9-pre-release_4
- fix update & release scripts
- fix gargoyle track voiceline
- fix wrong menu entries
- add 2 static encounters
v1.9-pre-release_2
- play the oneliners only if the settings allow it
- update log calls
- add static encounters
- update incorrect bestiary entries
- update release script to upload on github too
- remove token file
- add script to create github release