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Releases: Aelto/tw3-random-encounters-reworked

v1.12-pre-release_0

16 Jan 09:43
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v1.12-pre-release_0 Pre-release
Pre-release
  • 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

11 Jan 17:25
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  • 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

10 Jan 11:27
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  • 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 hunt rera(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

07 Jan 18:39
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v1.11-pre-release_0 Pre-release
Pre-release
  • 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

04 Jan 19:00
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  • #48 New menu to multiply enemy count by creature type
  • Disable RER if player is Ciri
  • Monster contract overhaul
  • Update the automatic cutscene toggle default value (now enabled by default)
  • New static encounters in White Orchard thanks to Czartchonn

v1.10-pre-release_1

26 Dec 16:24
eb75078
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v1.10-pre-release_1 Pre-release
Pre-release
  • 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

26 Dec 13:17
04bb99c
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v1.10-pre-release_0 Pre-release
Pre-release
  • 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

06 Dec 19:56
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  • 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

03 Dec 11:23
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v1.9-pre-release_4 Pre-release
Pre-release
  • fix update & release scripts
  • fix gargoyle track voiceline
  • fix wrong menu entries
  • add 2 static encounters

v1.9-pre-release_2

29 Nov 16:45
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v1.9-pre-release_2 Pre-release
Pre-release
  • 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