Releases: Toma400/The_Isle_of_Ansur
Pre-Alpha 6
Travel Update
Travel Update is fairly small, yet pretty important step for IoA. It allows first actual features made into the game - such as travelling, and first moddable pseudo-scripts related to gameplay. They will be expanded upon in next releases, but the foundations has been built.
This release also breaks the really long silence I had on this project - sorry for that. This doesn't promise frequent releases from this point on (as I stated on Discord lately about my change of priorities) but if I have time and motivation, I may release something more yet this year.
Updating from v5
Updating from previous version should not need any explicit fixing - except if you modded a location in, it should now follow different structure. See vanilla files for correct example.
Important to note: from this point onwards (including v6), I won't be making any patches for savegames nor mods - this allows me for faster pace and not wasting time on something probably noone uses anyway. I will still try to note most important updating notes.
Changelog (see full list here)
- Gameplay
- Added second location, made proper descriptions for both
- Added travel feature
- Travelling can be done from new travel menu
- Travel can be conditioned and require specific cost
- Technicals
- Location files now follow different structure
- Gender-parsing of text now requires prefix (
^
)
- Fixes
Release banner made using Ulvgar's compass and darkwood67's texture
Pre-Alpha 5
February Update
February Update is something a bit bigger than usual. It introduces a lot of new features, mainly being able to load game - which may not sound like a big deal, but with it came a lot of changes to systems, mainly save system.
The update also makes first gameplay update, as you technically can play the game - though location menu does not contain anything but diary, through which you can exit to main menu. But this is exactly the entrypoint that will be expanded in next months.
Updating from v4
It is recommended to move your saves and mods into newly made folder, as usual with updating versions. However, this time one additional step is needed, if you want to bring old saves into v5.
Run Patch_PreAlpha5.exe when old saves are in place - patch should be performed on all your old saves. If anything goes wrong, please report this to issue tracker here, including messages shown in patch terminal and your saved games.
Saves from previous versions can't be loaded without patching them either via patcher or manually.
Changelog (see full list here)
- Gameplay
- You can now load your game
- Saves made previously need patching to update their structure to current system (see updating tips above)
- You can now load your game
- Technicals
- Save system was entirely remade to match new requirements
- Added inventory and item systems (heavily WIP and unseen in game though)
- Origin and class can now add initial items added when game starts
- Polish version
- Moved into separate mod for the time being
- Fixes
- Fixed crash to desktop on loading menu (#111)
Pre-Alpha 4
November Update
November release was meant to be a bit... more technical. But, knowing how little usual players appreciate such updates, I decided to add some features that will be exciting for everyone.
Release is made exactly one month after October Update, so I hope I will be able to keep that pace of monthly updates every 20th of each month.
Updating from v3/v3b
As with every release, you can simply replace old files, but making separate directory for new version and moving mods & saves is recommended. Nothing should break with either solution.
Changelog (see full list here)
- You can apply avatars to your character now! Use image from website, your PC or library of assets provided for your race/gender!
- Due to time constraints, no avatars are yet available from library (you can freely add them via mods tho, as well as use website/PC option)
- Whenever you hover over some option, you will see tooltip telling you what it does
- Tooltips can be turned off in settings, as well as customised via themepack
- Introduced MMM and MLO - two systems that help immensely with mod management
- You can disable mods, see their descriptions, dependencies, logo or visit their website
- You can also switch order of mods being unpacked, making dependencies more adjustable
- MMM and MLO are in test phase, meaning they will be improved in next releases
Pre-Alpha 3b
Halloween Update
Just 11 days after previous release, new one is out! Despite it being minor, there are actually way more new features than I planned!
Aside of (quite huge) Polish translations and improvements to original descriptions, there are huge additions for modders that let you get ready for next update that aims entirely on modding.
There are also several fixes and improvements related to things my dear community reported me during this time.
Happy Halloween!
Updating from v3
It is suggested to put new version in separate folder, but if you want to keep your saves, simply copy saves
folder from previous version to new one.
"Human, Born in Moon Continent" race was removed in this version, which means that if you made such character, your save won't be available.
Changelog (see full list here)
- Polish translation & language support
- Improved descriptions of all game elements
- Improved modding features
- Mods can be now packed into .zip file and put into
packs
folder - Mods can now manage dependencies, including vanilla game, through
info.toml
file
- Mods can be now packed into .zip file and put into
- Many fixes and improvements to GUI
Pre-Alpha 3
The New Era
This update, which took me over a year to be finished (for various reasons), is the new era of The Isle of Ansur development.
It changes the game from simple remake of my game, with primitive terminal which you need to write into, into graphical text RPG with much more ambitious plans.
The game becomes much more visual, use sound and allows for extensive modularity, meaning very easy way to add new features to the game in form of mods.
Pre-Alpha 3 allows only for character creation, but its features will be expanded in next versions, which will be released much more frequently now.
Please report any issues you encounter on issues page, this will help immensely with game development <3
Pre-Alpha 3 vs Pre-Alpha 2
The update ports almost everything from previous one, except for mod management that will come later. However, due to massive changes, older saves will no longer work. I would write small converter, but there are changes even in RPG system that make this impossible.
Mods will also need proper rewrite, however there's modding_guide.pdf
file that is delivered with release, making this task easier.
Changelog
- Full overhaul of file system
- Switching to graphical interface, basically full game rewrite
- Expanded modding possibilities
- Scripting system allowing you to implement Python code during gameplay (experimental feature)
- Modders now can add their custom background images and music
- Added themepack which controls several aesthetical elements
- Update notification system which will notify about possibility to update the game
- Updated to Python 3.10
- Further updates to match current Baedoor RPG System
Pre-Alpha 2
Fixing Release
Second Pre-Alpha was intended to be feature release, but instead, it eventually became first step towards new era of The Isle of Ansur development. It fixes several minor stuff, but most importantly, adds really important elements such as logging system and language support, which will be extremely important later in the development. It also overhauled quite a few elements, so pre-alpha 1 is mostly incompatibile with both mods and saves. Those should be either updated or manually changed to match new files.
Pre-Alphas will be delivered as .zip files, considering them being development only builds. Installer will be used for later stages of development.
I am aware of encoding issues, this will be fixed most probably in pre-alpha 3
version, in which graphical interface will be added.
Reporting issues is highly appreciated, though a lot of them may be obsolete with new version, as it will be main overhaul for whole game.
Changelog
- Updated to current Baedoor RPG System
- Changes of several namings and added/removed some elements to match
- Added language support
- Modders will need to adjust their packs to match language files being required (
lang.json
)
- Modders will need to adjust their packs to match language files being required (
- Huge code optimalisations
- Log system introduced
- Changed some IDs in vanilla elements
- Old saves will not be compatibile. Please recreate your character or edit the IDs manually; no tools for conversion are made yet
Hotfixes
2B: Fixes sound-related issue crashing the game on start and adds few new classes
Pre-Alpha 1
Initial Release
First Pre-Alpha is directed precisely for bugtesting of its main features (character creation and modding support for statpacks). Characters made on this version should be fully playable later, though.
Release not intended for public use. You may encounter issues, no encoding support or even executable not running on your computer.
Pre-Alphas will be delivered as .zip files, considering them being development only builds. Installer will be used for later stages of development.
Character encoding can be quirky, depending on your PC. If some characters are showing weirdly, please report them in #14 and - if possible - deliver encoding used by your console (right-click during it running + settings).
Changelog
- Added basic elements, such as menu
- Added character setup
- Added modding support
- Statpacks can be created and used (allowing modders to distribute them via .zip archives)
- Modloader accessible via menu, allowing players to see installed mods and deactivate them if needed