I don't recall if we mentioned adding an option to use the closest material for buildings (rather than having to select it), and an option to continue building after placement, so if you have, say, a nearby stockpile filled with blocks, you can just splat down multiple constructions now (or anything else) like ding ding ding. There's a lot more to do there, menu by menu, but this is a good start. Some day not long before that, I got the keyboard up and running, the basic stuff we said we'd do in Future of the Fortress, which is a designation/building cursor, hotkeys for the main screen/designations/all buildings, and macros up again. I also fixed some layout issues with the building sheet, got custom building nicknames working again, fixed a sizing issue with sprites on sheets, put in some missing graphics, added a few new helpful messages, etc. The primary benefit of this change is allowing mods to snip out and replace individual entries without having to drop entire files, or to append a few lines to an existing entry, etc. I reworked the object load system so we can now alter text definitions all the way up to the end - it used to process them as they were loaded. There can be up days and down days, some with a ton of progress and some with very little tangible to show, but the mind has completely disappeared into the work. I feel like I've entered the same frame of mind I was in when I was finishing my thesis.
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