testlevel chapters 2-31 overwrite game memory (coin counter and flag rows end after world 8: progress, language, options): level projects, play-tests and the arena use chapters 1 and 32-49, old settings migrate; level tally counts the level's own coins and secrets
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# Changelog
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## 0.2.1 – changes since 0.1.0
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The first test release was 0.1.0 (launcher edition). Everything below is new for testers.
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There are two downloads: **full** (launcher + level editor) and **launcher** (mods only).
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### Launcher
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- **Clearer texts everywhere.** Mod descriptions and options are explained in plain words,
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directly under each option instead of only in tooltips.
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- **Setup wizard**
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- Wrong files, truncated ISO downloads and too little disk space are caught when you
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pick the source, not after you click Set up.
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- Copy progress shows megabytes ("123 of 568 MB").
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- Cancel tells you what happened.
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- **Play**
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- While the game runs, Play becomes **Quit game**, so a hung game can be stopped from LlamaMod.
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- A crash now says "The game crashed" with advice, instead of only "The game has ended".
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- Wine: a too-old Wine version gives a warning, and a wrong Wine command is explained.
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- **Safer applying**
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- Two LlamaMod windows (or the command line) can no longer break each other's apply.
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- If LlamaMod is closed in the middle of applying mods, it finishes or rolls back the
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apply on the next start and tells you.
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- Settings changed in one window show up in the other.
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- Old cached mod results are rebuilt after an update.
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- **Mods**
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- **Mirror mode:** pick the worlds with check boxes.
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- **Practice and Free camera:** if two hotkeys use the same key, Apply refuses and says
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which ones clash.
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- **Boot to level:** a custom start position belongs to its level and no longer breaks
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other levels.
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- **Intro skip and Boot to level** can now be used together.
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- **Test World:** a new gallery with all 253 characters, enemies, animals and objects
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of the game, standing still on pedestals (the animal pen is gone).
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- **New levels and the Alligator Arena only use TestLevel chapters 1 and 32–49.** On other
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chapters the game stored the level's coins over your progress and other game data (chapter 9
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broke the world map). Levels and settings on old chapters move to a free one automatically.
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- The level tally shows the real coin and secret totals of new levels, the Test World and the
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arena instead of the Village's "55".
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- **Save games**
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- Backups can no longer overwrite each other.
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- Import… opens in the backups folder.
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- The table fits small (1280×720) screens.
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- **Layout:** works on small and laptop screens; the dark theme is easier to read.
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### Level editor (full edition)
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- **Play-test**
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- Shows "Game running" and a **Stop game** button.
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- Shift+F5 shows a crosshair where the llama will start.
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- Play-test copies are removed when the game ends, and your mod selection comes back.
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- **Readable names.** "Coin 3", "Floor 2", "Waypoint 4" instead of internal ids, in the
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outliner, inspector, status bar and messages; the outliner filter finds them.
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- **Error messages.** Damaged files give one plain sentence with optional details.
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- **Geometry**
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- Painting or erasing tiles in one drag is one undo step.
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- New tile option **No collision** (walk-through decoration).
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- **Meshes and export**
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- **Export level as glTF/GLB** (textures, vertex colours; optionally only the selection,
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or collision as a separate mesh).
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- Imported and exported models are **no longer mirrored** compared to Blender. Meshes in
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older projects keep their look; switch them to "right" handedness in the inspector to
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fix them.
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- **Objects**
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- **Guards** and **alligators** need a waypoint box around them, or the game removes
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them. The editor now sets this up automatically and warns when it is wrong. It also
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says which objects can trigger a guard's event bit.
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- The start camera no longer starts inside the llama's head on some base levels. Moving
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the player start moves its camera and intro fly-by too.
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- Snap to floor follows the game's own rule.
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- **Object scripts**
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- Custom object types can be edited and deleted (with undo).
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- **Script language with compiler:** if/else, loops, switch, events, named parameters.
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- The script view is much easier to read.
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- Opcodes have checked descriptions.
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- Narrow docks, small windows and long labels wrap instead of being cut off.
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### Known limits
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- Tested on Linux (Wine) and in a Windows VM. Real Windows hardware is not tested yet.
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- The game draws objects only within about 12 units of the llama.
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