Flare 1.05 is now available for download. It includes many new features, a few of which I will now highlight:
Developer mode improvements
The developer console has been made more compact and the old developer HUD has been removed. The new HUD displays the radius of hazards as well as the origin points of entities. The text output of position information is gone, as it would often be covered by the developer console. Replacing it is a tile cursor. Right clicking on a tile will display information about the mouse cursor position, the tile itself, and any entities that inhabit the tile. Holding right click will also calculate the distance from the player’s position.
Isometric draw order fix
We’ve had a long standing issue with the way some tiles were being drawn in relation to other objects on the map. Tiles that are part of larger objects are split in a way that would make them improperly overlap entities. This has been fixed for the majority of cases, but at the expense of some less optimized rendering code. So if you experience performance issues after updating to 1.05, please report them.
Multiple images in tileset definitions
Previously, Flare tileset definitions could only contain a single image file. This made it difficult for modders to expand on existing tilesets. It also made it impossible for old graphics cards to use the hardware renderer in combination with very large tilesets. Now, modders can freely add new images to tileset definitions, eliminating those two issues.
New game data attributes
(Powers) Powers can now be prevented from being placed on the actionbar with no_actionbar. Also, multiple instances of requires_item and requires_equipped_item are now supported.
(Events) Loot tables can now be used for rewards with reward_loot and reward_loot_count.
(engine/misc.txt) Modders can now control if the buyback persists across maps with keep_buyback_on_map_change.
(engine/default_keybindings.txt) A default set of keybindings can now be provided by mods.
Flare 1.03 is now available for download. Newly implemented is the ability to trigger events from books (demo below). Flare 1.03 also includes a handful of bug fixes, as well as several translation updates. Many of the translation updates are from new volunteers that joined the Transifex team.
If you’ve been following closely, you saw that I closed the Flare projects on Transifex yesterday. I cited Transifex as being unsuitable for our workflow. I’ve since been convinced to re-open the project pages and decided shift our workflow slightly to better adhere to the Transifex way of doing things.
For those completely unaware of our presence on Transifex to begin with, you can find both the engine and game projects on there. Translators interested in helping make Flare better in your language can join the flare-engine team. 14 of our 20 translated languages are without an assigned translator, so there are many places you can help.
And we will still be supporting our existing methods of submitting translations. So if you would rather submit your work as a Github pull request or send it via e-mail, feel free to do so.
First off, I want to say thank you to everyone who’s been playing 1.0. The response has been very positive and I, personally, couldn’t be more happy.
We’ve gotten a lot of feedback on bugs and gameplay annoyances, which we’ve fixed for our next release. A full change log will be available when 1.01 is released some time this weekend.
There were a few new/changed strings in the engine and the game data, so we are starting a short string freeze for translators. Translations should be in by 2:00 PM EST on Friday, March 30. Below is a summary of the strings that need attention:
"SDL software renderer\n"
"Often slower, but less likely to have issues."
"SDL hardware renderer\n"
"The default renderer that is often faster than the SDL software renderer."
#: ../../../src/SDLInputState.cpp:703 ../../../src/SDLInputState.cpp:707
msgid "'%s' is no longer bound to:"
msgid "Lightning strikes from the sky with a high chance to critically damage movement-impaired enemies.
Update: Translation is now possible via Transifex for both the engine and game.