EP4ADD1
- adds the following
- 6 new zones of varying size
- 3 memory holes
- 2 masks, one of which offering an entirely new system for interacting with 3D scenes
- a variety of interactions with new and old characters/locations, contingent upon the new masks and what they do
- new methods for traversing the world of the cyst
Stage
- ‘evil’ entities on stages can now have more complex algorithms for how they move and interact with the player
Performance
- the “CSS slaughter” as i’ve been calling internally has been implemented, broadly simplifying CSS selectors, as well as reducing the amount of elements on the page when they aren’t visible (i.e. closed menus). this should equate to decently improved performance especially on lower end machines!
Misc
- some recollection dialogues now change slightly based on progression
- new sound effects and talkvoices
- credits have been updated
Known Issues
- firefox is getting some weird limited flickering in areas with screen-overlay companions like Gordon, we’re looking into this. it’s not truly game breaking (i think) but it’s a little annoying. this appears to be a browser/CSS implementation-level issue that might need a bug report to mozilla
Advanced/Mod Zone
- as a part of the CSS overhaul, a lot of old dyp CSS will likely be broken due to CSS specificity changes. so watch out and adjust as needed, you might need to increase specificity on some of your CSS rules for special props
- on stages, the way 'blocks' is handled has been made fully programmatic and no longer relies on the tile class having
pointer-events:none
. if you weren't explicitly using blocks as a tile blocking classname like some early corru code wasn't, you'll need to add it now, or use the new function mentioned below - tiles can now have a
blockIf: ()=> return true/false
to have a conditional block state that's checked on entry attempt teleportTarget
can now use a tile classname, and that tile classname on the designated stage can specify which direction the player should face when spawning there. some examples of this are in the new scary area's stage declarations. this way you don't have to know the exact tile index, and can move/change the destination stage freely without screwing all your teleports up- there's now an
env.stage.querySelectorAll()
that works exactly like you'd expect in fetching all instances of an entity across both the reference and realgrid. handy for altering entities in stage execs - the stage CSS has a bunch of standardized tile distance variables (i.e.
var(--tile)
for one tile length,var(--tile8)
for 8 tile lengths) you can reference, ctrl + Fcommon measures
within /css/cystStage.css to see them. - in dialogue, there’s a new
SILENT::
functionality. it makes it so that the talksound of the line doesn't play! - another new dialogue functionality is
____NESTIF
blocks. these work just like____SHOWIF::
, but can be nested by incrementing them with + signs, i.e.+___NESTIF::"flag1"
,++___NESTIF::"flag2"
, etc. just remember to also close them with incremented+____END
bits. - also global buddies are now rendered onEnter rather than onLoad