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My Enternia 2.3.3: Alta Cafe & Monster Buffet

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@Ceterai Ceterai released this 18 Jun 01:23
· 10 commits to main since this release

This patch is meant to fix any immediate issues coming from 2.3, as well as make some small additions to its new content.

It also adds custom alta S.A.I.L. modifications, so expect standalone alta S.A.I.L. patch mods in the future!

Detailed changes for this version: Update 2.3.3

Main

Alta

  • added 8 Alta Pods for different alta factions, so you can now spawn according tenants with ease:
    • Arknight Pod;
    • Ceterai Pod;
    • Citadel Pod;
    • Combat Pod;
    • Elin Pod;
    • Elite Pod;
    • Enviro Pod;
    • Faradea Pod.
  • added 8 Alta Emblems - faction signatures and logos that you can put on walls:
    • Alta Emblem;
    • A.R.C.O. Emblem;
    • Arknight Emblem;
    • Ceterai Emblem;
    • EDS Emblem;
    • Elin Emblem;
    • Faradea Emblem;
    • Iora Gyera Emblem.
  • fixed phrases for faradea, medic, social worker and some researcher npcs.

Customizable A.I.

  • added 4 Alta A.I. Chips to use with the Customizable A.I. mod:
    • available at tier 4+ - 4★★★ Alta Crafting Station;
    • available at the S.A.I.L. chip crafting interface (with the mod installed);
    • the chips will now be used in crafting recipes of some alta decorations and equipment pieces;
    • the first one (Alta Basic A.I. Chip) purely adds visuals to the S.A.I.L., while others provide a much bigger overhaul:
      • Alta Basic A.I. Chip - alta S.A.I.L. visuals in form of the Alta Emblem, nothing more;
      • Alta Ship A.I. Chip - full alta ship A.I. with according colors, sounds and text;
      • EDS A.I. Chip - EDS Command Center A.I. with according colors, sounds and text;
      • C.T.O.S. Chip - Project Ceterai Operating System with according colors, sounds and text.
  • made alta ship A.I. compatible with the mod, meaning it now accepts chips and has an according interface.

Monsters

  • added 4 more bugs:
    • Ion Klee;
    • Prism Wing;
    • Strizychar;
    • Vio Zych.
  • added 4 monster egg items for the new bugs;
  • some bugs are now used in certain special tier 4 recipes.

Translation

  • newly added decorations and items, described in above sections, require translation;
  • moved some alta decorations for consistency:
    • all in /objects/biome/alterash_prime/bishyn/decorative/ct_bishyn_* to /objects/biome/alterash_prime/bishyn/decorative/*;
    • all in /objects/biome/alterash_prime/calin/decorative/ct_calin_* to /objects/biome/alterash_prime/calin/decorative/*;
    • all in /objects/biome/alterash_prime/gheatsyn/decorative/ct_gheatsyn_* to /objects/biome/alterash_prime/gheatsyn/decorative/*;
    • all in /objects/biome/alterash_prime/hevika/decorative/ct_hevika_* to /objects/biome/alterash_prime/hevika/decorative/*;
    • all in /objects/alta/eds/haulters/ct_eds_* to /objects/alta/eds/haulters/*;
    • all in /objects/alta/eds/status_pods/ct_eds_* to /objects/alta/eds/status_pods/*.

Dev

  • updated Alta Zich to Alta Zych, which led to id changes throughout the mod;
  • updated merchant pools for engineer and mechanic (finally) - they now mostly contain alta items;
  • unified filenames of some object sprites, keeping files with old names for now for the sake of compatability;
  • added single-frame sprites named tiled.png to some objects for use in Tiled;
  • added a fully functional alta tileset for use in Tiled:
  • added more specific npc types instead of having them as tenants with modifications so they can be spawned directly and through Tiled;
  • added custom npcs behaviors to make alta npcs more vigilant around object stealing;
  • alta npcs now also alert nearby alta drones, causing them to attack the player if they steal anything.

Other

  • added 4 custom tier 4 food variants;
  • updated icons for perfect tier 4 food;
  • fixed compatability with Monsters Unique Sounds (SFX from Beta):
    • that mod creates and uses custom parameters in base monster init;
    • alta drones use a custom init that doesn't create those parameters, causing drones to explode on spawn;
    • adding ouchTimer to the custom init fixed this issue (although I think ideally this should be handled by the author of that mod).
  • minor bug fixes.