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Post by fallen on Jun 29, 2016 18:57:56 GMT -5
Every journey starts with a first step. This journey starts with one, huge, mechanized, crunching step of a Leviathan war mech. Hopefully a xeno skull was under our boot! We've added the very first mod-able feature to Templar Battleforce. While modding is very limited, and we don't have full support for Steam Workshop, we've started down the path. If you are excited about creating or playing mods in Templar Battleforce, please share your interest, excitement and post about it, tell us what you'd like to see, and leave reviews on the game. This week, we've added the ability to add more faces to the game. But loading a small mod configuration file and some new art, you can extended the list of faces that the game supports. We've detailed that in our new Steam Guide on Modding: steamcommunity.com/sharedfiles/filedetails/?id=713586080A common request we have received is to be able to use the story faces from the game as your Templars. Our sample mod for this feature basically allows that -- letting you use Nyra, Marielle, the cult leader, or Luthor as a Templar. Yes, it is a very small step forward, with only one mod feature. However, you've seen our penchant for post-release support and expansion for a game, so expect more exciting things coming down the pipe. Post your questions, requests, and ideas for what we could add that would help expand the game and bring you back for another round of xeno-vs-mech deathmatch! v2.3.5 - 6/29/2016 - New modding feature added for Steam, first mod published - Fixed bugs with library entries appearing off screen - Improved maps and fixed dialog typos
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Post by stratego on Jul 1, 2016 13:16:22 GMT -5
Cory Trese for modding you could add a free dlc which contains some of your engines things like map editor and story editor
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Post by fallen on Jul 1, 2016 14:02:06 GMT -5
Cory Trese for modding you could add a free dlc which contains some of your engines things like map editor and story editor Thanks for the suggestion. We've opened a Modding RFE thread here to gather wish lists from the community: startradersrpg.proboards.com/thread/13848/battleforce-mod-rfe-wishlistThanks for posting what you'd like to see! If we did release a map editor, would you make deployments?
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Post by stratego on Jul 1, 2016 14:53:16 GMT -5
Cory Trese for modding you could add a free dlc which contains some of your engines things like map editor and story editor Thanks for the suggestion. We've opened a Modding RFE thread here to gather wish lists from the community: startradersrpg.proboards.com/thread/13848/battleforce-mod-rfe-wishlistThanks for posting what you'd like to see! If we did release a map editor, would you make deployments? I'm more of engine guy, but yes I would.
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Post by fallen on Jul 1, 2016 15:56:07 GMT -5
I'm more of engine guy, but yes I would. Thanks for the feedback. We are in a phase of trying to decide, "if we built it, would they come?", so its good to hear that. Probably not your thing to do maps. Do you mean "engines guy" as in modding the game engine (talents, math, RQ tree), or modding isn't of interest?
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Post by stratego on Jul 1, 2016 16:28:23 GMT -5
I'm more of engine guy, but yes I would. Thanks for the feedback. We are in a phase of trying to decide, "if we built it, would they come?", so its good to hear that. Probably not your thing to do maps. Do you mean "engines guy" as in modding the game engine (talents, math, RQ tree), or modding isn't of interest? I like to mod(learning to be a programmer, currently I have good knowledge of Java and basic JavaScript and I am making custom OS for my phone(CM)) , but mapping is not my favorite thing, but I can do alot of other stuff
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Post by fallen on Jul 1, 2016 16:59:27 GMT -5
stratego - awesome, thanks for the response. Good luck with the custom OS!
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Post by stratego on Jul 1, 2016 17:01:57 GMT -5
stratego - awesome, thanks for the response. Good luck with the custom OS! We are programmers, luck is 90% of our code Thanks and good luck with ST2
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