-
LlamaMod 0.2.1 Stable
released this
2026-11-07 16:12:58 +00:00 | 25 commits to master since this releaseThe 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.
- Wrong files, truncated ISO downloads and too little disk space are caught when you
- 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.
- Export level as glTF/GLB (textures, vertex colours; optionally only the selection,
- 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.
- Guards and alligators need a waypoint box around them, or the game removes
- 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
- Clearer texts everywhere. Mod descriptions and options are explained in plain words,