• v0.2.1 abe97b6977

    LlamaMod 0.2.1
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    Stable

    MineTec released this 2026-11-07 16:12:58 +00:00 | 25 commits to master since this release

    The first test release was 0.1.0 (launcher edition). Everything below is new for testers.
    There are two downloads: full (launcher + level editor) and launcher (mods only).

    Launcher

    • Clearer texts everywhere. Mod descriptions and options are explained in plain words,
      directly under each option instead of only in tooltips.
    • Setup wizard
      • Wrong files, truncated ISO downloads and too little disk space are caught when you
        pick the source, not after you click Set up.
      • Copy progress shows megabytes ("123 of 568 MB").
      • Cancel tells you what happened.
    • Play
      • While the game runs, Play becomes Quit game, so a hung game can be stopped from LlamaMod.
      • A crash now says "The game crashed" with advice, instead of only "The game has ended".
      • Wine: a too-old Wine version gives a warning, and a wrong Wine command is explained.
    • Safer applying
      • Two LlamaMod windows (or the command line) can no longer break each other's apply.
      • If LlamaMod is closed in the middle of applying mods, it finishes or rolls back the
        apply on the next start and tells you.
      • Settings changed in one window show up in the other.
      • Old cached mod results are rebuilt after an update.
    • Mods
      • Mirror mode: pick the worlds with check boxes.
      • Practice and Free camera: if two hotkeys use the same key, Apply refuses and says
        which ones clash.
      • Boot to level: a custom start position belongs to its level and no longer breaks
        other levels.
      • Intro skip and Boot to level can now be used together.
      • Test World: a new gallery with all 253 characters, enemies, animals and objects
        of the game, standing still on pedestals (the animal pen is gone).
      • New levels and the Alligator Arena only use TestLevel chapters 1 and 32–49. On other
        chapters the game stored the level's coins over your progress and other game data (chapter 9
        broke the world map). Levels and settings on old chapters move to a free one automatically.
        The game itself is fixed too: picking an empty TestLevel chapter on the world map (or in
        Boot to level) no longer damages your progress.
      • The level tally shows the real coin and secret totals of new levels, the Test World and the
        arena instead of the Village's "55".
      • New: Alligator Arena – a minigame on a TestLevel chapter (default 49): alligators come in
        waves into a walled pit; every hit costs one of their lives and coins pop out, their bite
        costs your energy; beat every wave and the exit opens. Lives, waves, energy and coins per hit
        can be set.
      • New: Llama Coaster – a roller-coaster ride on a TestLevel chapter (default 48), with the
        cart from the Catacombs: drops, climbs, boost arrows, a jump and a spin pad. Two tracks, 1–3
        laps, three speeds.
    • Save games
      • Backups can no longer overwrite each other.
      • Import… opens in the backups folder.
      • The table fits small (1280×720) screens.
    • Layout: works on small and laptop screens; the dark theme is easier to read.

    Level editor (full edition)

    • Play-test
      • Shows "Game running" and a Stop game button.
      • Shift+F5 shows a crosshair where the llama will start.
      • Play-test copies are removed when the game ends, and your mod selection comes back.
    • Readable names. "Coin 3", "Floor 2", "Waypoint 4" instead of internal ids, in the
      outliner, inspector, status bar and messages; the outliner filter finds them.
    • Error messages. Damaged files give one plain sentence with optional details.
    • Geometry
      • Painting or erasing tiles in one drag is one undo step.
      • New tile option No collision (walk-through decoration).
    • Meshes and export
      • Export level as glTF/GLB (textures, vertex colours; optionally only the selection,
        or collision as a separate mesh).
      • Imported and exported models are no longer mirrored compared to Blender. Meshes in
        older projects keep their look; switch them to "right" handedness in the inspector to
        fix them.
    • Objects
      • Guards and alligators need a waypoint box around them, or the game removes
        them. The editor now sets this up automatically and warns when it is wrong. It also
        says which objects can trigger a guard's event bit.
      • The start camera no longer starts inside the llama's head on some base levels. Moving
        the player start moves its camera and intro fly-by too.
      • Snap to floor follows the game's own rule.
    • Object scripts
      • Custom object types can be edited and deleted (with undo).
      • Script language with compiler: if/else, loops, switch, events, named parameters.
      • The script view is much easier to read.
      • Opcodes have checked descriptions.
    • Narrow docks, small windows and long labels wrap instead of being cut off.

    Documentation

    • New guide for building your own levels, a reference of the game's file formats and engine
      limits, and a chapter on object scripts (strats) with the arena and the coaster as worked
      examples: start at docs/README.md.

    Known limits

    • Tested on Linux (Wine) and in a Windows VM. Real Windows hardware is not tested yet.
    • The game draws objects only within about 12 units of the llama.
    • Four music tracks of the game have no file on the CD (GAMEOVER, TALLY, PUZZLE2, PLATFORM); the
      editor marks them.
    Downloads