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DESCRIPTION

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New patch is (finally) here! This patch expands beyond just the dungeoning system and introduces field-battles! If you are familiar with games like starsector or mount and blade, this is similar to how those games work: when you are traveling on the world map, you can now encounter other parties, they can be hostile, friendly, neutral etc, and you can interact with them. "Fight" and "Flee"/"Leave" are always available as options but depending on the characteristics of the other party, there may be other options such as "Trade", "Recruit", "Harvest" etc.

I'm quite excited for this as it not only adds a new entirely dimension to the game, it was also something I was leaning into working on for HRT1. After all this time, it's finally getting started. Better late than never right?

The battlefields used for these field encounters are randomly generated, although they look very similar right now as only one set of generation parameters are being used. It was a considerable amount of work to get this randomly generated terrain working as it includes implementing height map generation, chunking of mesh/generation, tweaking the generation parameters, and packing generation data into .map files and integration with the map editor.

On the overworld map side, several key features are implemented. Including a passage of time system with time controls, separation of time flow in the overworld versus local zones, loading screens (with gameplay tips) during transition between overworld and local zones, and so on.

I know this patch took a while to release and that's because there were a lot of data synchronization issues that has been solved. The "customizing characters not being saved properly" bug in the previous version is one example of this kind of synchronization bug.

In addition, I am not sure how stable using the save from pervious version is, even though I haven't made this version save-incompatible. Because of the new "auto saving" feature, I'm considering switching to a profile based save/load system, where each profile can have multiple save-slots, including a distinct slot for auto saves. If/when this is implemented, it will be save-incompatible with previous version.

Next up is going to be a smallish HR2 patch to enhance the grab loadout system to handle the size difference grabs and group grabs, then back to this. On the short list are a quick interaction screen for towns/hubs similar to the new party encounter screen, quests/bounties, capture/prisoner system, a potion drink/throw moveset, maybe hit-scan weapons, maybe new enemy types.

Changelog:

Added new outfit set: "ragged_cloth" with female and male version!

Implemented respawning world map parties

Implemented field battles versus parties on the world with randomly generated battle area

Implemented interaction with world parties like recruit/trade/extract instead of only fights

Implemented radar for world map

Implemented passage of time and time controls

Implemented separation of time flow between world map and local zones

Implemented loading screen for transition between world map and local zones

Game will now auto-save when exiting from gameplay map to world map

Implemented an end-of-battle button to exit the battle from anywhere instead of having to move to center

Implemented tile height map generation

Implemented chunking generation for tile maps

Implemented random battle zone generation

Implemented embedding battle zone generation config in .map files

Implemented frustum culling - should cut model object drawcalls by ~3/4

Implemented shadow frustum culling - should cut model object drawcalls for shadow depth map by ~1/2

Tile indices are now compressed in (new) map data

Implemented camera-bound lights

Implement new "floating window" GUI system to handle reordering and drag-move better

Item-Description UI pop out is now treated as a tooltip rather than its own system (was causing conflicts with other systems)

AI will now just wait in the distance when the grab target has >= 2 grab attackers a

Fixed customizing characters not being saved properly

Fixed the world map leader unit model not being updated correctly after its appearance changed in loadout

Fixed random color generation bug that generated too much gray colors

Fixed custom idle pose lower body not working correctly

Fixed IN_PINCH_DEFEATED not triggering

Fixed f_voice2_hit incorrectly referring to "sounds/f_voice3_hit3.ogg"

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enlit3d PATREON 206 favs
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POSTEDMar 28, 2026
ARCHIVEDMar 28, 2026