Multiplayer programmer job posting haha so random
Hey there! Another update a little earlier than normal due to some important bugs that needed fixing. It’s also shorter than usual due to a number of said bugs requiring major refactors within the engine (mod tracking, dialogue data, and the system that asks the player to make some kind of choice) that took most of the last two weeks to do.
As a reminder, you can get these updates installed automatically by using the itch.io app — it gives a very smooth Steam-like experience. It also just released an update that can add shortcuts to your itch.io games into your Steam library so you don’t have to juggle multiple launchers.
I’ll also be closing the bugfixer and multiplayer programmer (haha the what? so random. no way to know what that might be for) job postings this weekend to start working my way through the pile of applications we got for both. I’ve never run a job search for a programmer before so it’s gonna be a learning process for me! Many extremely qualified and talented people applied so it’s going to be a series of very tough decisions. I’m very much looking forward to meeting folks in the interviews.
Changelog (1.4.1)
Misc
- Fixed softlock that happens when multiple NPC abilility windows pop up at the same time. (somewhat common, oops!)
- fixed demolisher golf clubbing a drone to death triggering a crash
Modules
- Fixed at least one crash when trying to load corrupted module data
- Added an autosave feature for the combat and module editors that zips up a copy of what you’re working on every 10 minutes to
user://editor_autosaves/. Losing data is an awful feeling & the module editor is still maturing so this should give us a much-needed safety net & path for recovery if something breaks a module.
UI / FX
- Alicia did a pass over many editor icons and tightened them up significantly.
- sealant spray fx actually sprays
- added falling animation for when a unit has stopped flying involuntarily
- dust cloud when you hit the ground and take falling damage The manage-mods page no longer locks the doors to prevent you from leaving after you make any change (all changes are now pending until you actually hit “apply” and can be safely discarded if you leave before that)
- Be able to download updates for mods straight from the manage-mods page.
- show version numbers for mods on title screen and in debug log
- disambiguate-unit window can switch to scrolling if given too many guys (shout out to the player who had stacked like a dozen wrecks on one tile)
- fix the battle log blocking clicking buttons in the end-mission banner
-
Chorusing speakers in dialogue no longer jerks the camera around to each one as they speak
- Refactored how dialogue works in data + ui, bringing it into alignment with the 3-layer divine cycle between heaven and earth.
- No longer makes data changes because you switch tab modes.
- Should fix the data-loss errors we were seeing on duplicating, rearranging, or renaming conversations.
- Better behavior with undo/redo e.g. keeps the window open (may be a few wrinkles here still)
- Actually tells you what’s wrong instead of “invalid state” when the script is invalid. It also saves on all changes instead of waiting for it to be perfect.
Events & triggers
- Unit faction/name/stat/template fetchers are now available in the module editor
- add “clear burn” trigger
- add “all units in these reinforcement group(s)” fetcher
Modding & implementation nodes
- Refactored/removed most ModLoader functions; if you were using any of the addon’s functions, most have now been folded into the project proper in ModLibrary, ModApplier, Modset, etc.
- Reorganized the Mod Tool tab to only have one panel (instead of an upper and lower) and added a tool to be able to inspect the current metadata blob on mod.io and update it with a button.
- Added a “update metadata” button to the manifest tool to give the ability to set metadata (e.g. “what version of the game was this mod made with”) for mods that were uploaded manually via the browser.
- Better version compatibility checking; not just “does it match exactly”; substantial mods are more sensitive and asset packs are less
- Refactored choice_bus so all requests now funnel through one signal instead of the dozen-odd ones, allowing a single ChoiceRequest to represent the entire request for user input.
- Helper functions were left in-place, but show_using_action no longer does anything.
- How to ask for a multiple choice was changed in a breaking way, so if you were using that you’ll have to update it.
- This touched a lot of individual action scripts so I expect it to have bug-ripples that the automated tests haven’t caught.
- GUT pre-run hook for tests applies mods (thank you Cancermantis!)
- Fix tres_ext.gd files getting ignored (thank you Fate!)

