Releases: mmaulwurff/autoautosave
Releases · mmaulwurff/autoautosave
Autoautosave v1.6.2
Bugfix release. Changelog:
- (1.6.1) fixed language code for Brazilian Portuguese;
- (1.6.1) fixed floating point truncation warning;
- (1.6.2) fixed a VM abort with Corruption Cards.
Autoautosave v1.6.0
Changelog:
New:
- Brazilian Portuguese localization;
- voice volume slider;
- options menu icon;
Fixed:
- new voices are now precached too.
Autoautosave v1.5.0
Changes since v1.4.2:
- new voice packs (by Tapwave).
- hardcoded timeout between voice lines is replaced by sound length.
- fixed: Time Passed event doesn't trigger when the player is dead.
- negligible performance optimization.
Bonus: Johnny voice pack by Tapwave (replaces "Classic" voice).
Version 1.4.2 - bugfix
Changelog:
- fixed: don't emit "No active enemies" event when the player is dead (very annoying!);
- fixed % kill event logging even when logging is set to quiet (settings need to be readjusted after this);
- added an option to set log message color.
Version 1.4.1 - bugfix
Changelog:
- fixed LZDoom compatibility (tested on 3.86a);
- don't trigger Health Low and Armor Low events on death.
Version 1.4
Changelog:
- removed the delay between events and autosave;
- voice notifications now don't override each other;
- added two new voices;
- added events when % of enemies are killed;
- added an interface for mod support;
- more robust periodic saving;
- made event descriptions shorter;
- sounds are now precached;
- added a submenu for voice notifications for individual events;
- added boss group size option for event tuning;
- made major healing value configurable;
- fixed "Unknown event type" message;
- fixed default console log level value;
- disabled autosave on titlemaps;
- fixed repeated autosave on cleared hubs;
- fixed not saving on items in hubs;
- fixed saving on things that hover in the air;
- better mod compatibility;
- menu cleanups;
- various internal cleanups.
Won't do:
- DRLA/DRPG crate open events.
There is mod support interface now so everyone can easily make compatibility patches for their favorite mods; - delay the save until there is no projectiles.
An autosave should happen as soon as possible when the event occurs, otherwise it would lead to confusion.
Saving only when the player is safe is reasonable, but it's difficult to detect safety properly.
There is an event for saving when there is no active enemies.
Version 1.3
Note that version 1.3 was released a while ago. This release is project rehosting on GitHub.