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Changelog

0.2.1 – changes since 0.1.0

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".
  • 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.

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.