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.
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.
- 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.
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.
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.
What’s your favourite host for gaming wikis? I need somewhere to keep modding documentation.
And no, there’s no danger I’ll pick Fandom/Wikia. I hate them too.
ON INTERNATIONAL CAPS LOCK DAY 2020, PLEASE ENJOY FLESHCULT FOR STEAM AND ITCH
EDIT: IF YOU HAVE TIME, I’D APPRECIATE ANY RATINGS OR REVIEWS YOU MIGHT HAVE FOR STEAM AND ITCH!
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.
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 email@example.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.