Modding Preview 3

This one’s just a wee bugfix release. Changes:

  • Altering the internal name of your mod from the upload form no longer errors out.
  • All of the CSS classes for minions have been added to the Lab screen and the minion pairing table. They work identically to the ones in the Visit Surface screen and encounters.

Modding Preview 2

On the Steam beta branch you can now download v1.08, which lets you upload and download mods from Steam Workshop. This is an opportunity for modders to test workshop integration before it goes live for players in general.

Known Issues:

  • If you’ve been using Modding Preview 1, you’ll initially see an error about not being able to read user settings, but it should behave correctly after that.
  • Secondly, if you’ve written metadata for your mod into an ini file, it will now need to be named ‘metadata.ini’.
  • The upload form can’t cope with unicode characters yet.

Please let me know if your mods behave any differently after a trip through workshop and I’ll look into it. And if you’d like to get into making mods, you can learn more on the wiki.

Steam Workshop Content Policy

I’ve added a page to the wiki on what you’re allowed to post to Steam Workshop as part of your mod. If you’re working on one, you should totally read it.

Ideally I would’ve had this up much sooner, so that nobody wastes time making a mod I’m just gonna ban. I’m sorry that it took this long. To be honest, I’ve been kind of dreading writing it, because it’s a bummer to go laying down the law before anything has even gone wrong. But it’s important to get things started off on the right foot so we’re in the clear with Valve.

In other news, programming work is continuing to go well. Got some bugs to fix so it works well in the absence of Steam, and with international characters in mod metadata. Then it’s on to a big retest of the entire game, given that this will be the first Python 3 release and it’s hard to know what that might have broken.

Steam Workshop and back again

Today I uploaded a mod into the workshop from within Fleshcult, and then downloaded it successfully. It took me a while getting here. I didn’t realise the amount of work, and didn’t realise how much fatigue I was carrying into 2021.

Anyway, this is a significant milestone for me, but there are still a lot of details to address. I’d say I’ve got about two weeks left of assorted bugs to fix, then I’ll finally have a release.

Turning off the web version

Edit: Done!

I’m planning to turn off the server for the web version on October 29th. If you’re in the middle of a game there, I recommend finishing up soon!

If you can’t afford to move to the Steam version, never fear; the Itch version is Pay What You Want, and that includes free.

If you’re on Mac, I’ll be looking at doing a port after the release crunch dies down. Mobile users, I’m sad to say, are entirely out of luck. Sorry about that.

Release Date Announced

Fleshcult will be available on Steam and Itch on:

22nd October 2020

 

Keys for Backers

If you’ve been with me from the beginning and backed the project on OffBeatr or PayPal, feel free to forward your proof of purchase to jack@fleshcult.com and I’ll flick you a Steam key.

On the other hand if you’re inclined to buy it again, I would appreciate the extra $2. It all gets me closer to being able to commit to implementing mod support, which would be pretty cool.