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snatcher

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Everything posted by snatcher

  1. Thanks to @Obsttorte the new mod is feature-complete. Some more testing and... coming soon to a mission near you
  2. Thanks but negative. Unable to make it work because of the... "UV mapping" ? I will show you.
  3. I am a complete idiot when it comes to 3D and I need some help. I don't want to spoil what this is about but will provide full details privately. I exported from DarkRadiant the simplest object you can think of in *.ase format. The model is fine and it doesn't require 3D editing but I would like to skin it. I (think I) have all resources we need except knowledge. Someone with some experience with models is all I need. Anyone willing to assist?
  4. I don't know to be honest. I performed a test and unbind() was in fact breaking the trigger if the entity had a target. Moving activateTargets() above the bird does the trick but something fishy I don't understand is going on. The null_entity control is a (pointless? - I don't know) safety net.
  5. Ok but let's play safe and activate targets before the bird, in case inv_item triggers something or gets altered. void frob_item(entity inv_item) { // DYNAMIC LOOT INVENTORY MOD if ($player1.getCurInvItemName() != "Loot Info") { thread dynamic_frob_item_thread($player1.getCurInvItemName(), $player1.getLootAmount(LOOT_TOTAL) + inv_item.getFloatKey("inv_loot_value")); } inv_item.activateTargets($player1); // LOOT ANIMATIONS MOD // Original source: Noble Affairs mission by Goldwell // New functionality by Obsttorte, adjustments by snatcher and wesp if (inv_item != $null_entity) { inv_item.unbind(); entity bird = sys.spawn("func_static"); bird.setModel(inv_item.getKey("model")); bird.setFrobable(0); bird.becomeNonSolid(); bird.setOrigin(inv_item.getOrigin()); bird.setAngles(inv_item.getAngles()); // vector plBody = $player1.getOrigin() + (($player1.getEyePos() - $player1.getOrigin()) * 0.65); vector plBody = $player1.getEyePos() - '0 0 20'; vector moveVec = plBody - bird.getOrigin(); moveVec_z += inv_item.getFloatKey("frob_offset"); moveVec /= 24; float i; for(i = 0; i < 24; i++) { bird.setOrigin(bird.getOrigin() + moveVec); sys.waitFrame(); } bird.remove(); } }
  6. Good detective work (!) but potential issue (?) Example: loot is bound to something, player picks the golden goblet up and this triggers an action. Aren't we breaking anything by unbinding it? I don't know if this makes any sense or not code-wise.
  7. @wesp5 Keepers of TDM ($), Senior and Junior Developers, Artists, Mappers, Modders, Players, Supporters, and the odd fellow nobody knows what's doing in here... We all have our place. As long as modders are allowed to exist we shall stick to our business. Nothing will ever be part of the core game, that's the starting point.
  8. Very valid arguments, Wellingtoncrab. Food for a lengthy discussion with a couple of pints. Simple: perhaps someday players ask you directly why the cannot use the latest and greatest gadget or mod in your mission. Yes, with every major version of TDM comes a revision to support +150 mission in one go.
  9. Different approaches but thanks for the continued effort and thanks for sharing! Interesting case. I will dig deeper if only to understand what's going on with that binding. I decided to limit the animation to (valuable) loot precisely to avoid the effort and amount of editing required to make other items work. See, I like mods to be as good as possible but as little intrusive as possible at the same time. The more you dig the more you go down the rabbit hole. Having get used to it, I don't know if the following is a solid reason or simply a justification but: I like the idea that only static loot get the animation. The animation provides a gratifying moment for something that has no value other than numbers. For the rest of the items we have an instant grab and custom sounds to alert the player (keys, potions...) or tension (loot bound to AI). I will add your request to the list but no promises. Cheers!
  10. Sure but think twice. A time capsule is a good snapshot of a point in time but content keeps aging the same. When it comes to base content and as of TDM 2.10, including a base script in the mission is like carving that script in stone. If there ever is an improvement or bug-fix for that script there's no (elegant) way players can get the enhancements unless the author updates the mission.
  11. There's no problem since I won't be overriding FMs unless the engine allows me to do it by design. I just detected an "issue" that might prevent "other works" from realizing. Thanks!
  12. Do you then confirm when a mission author includes in the .pk4 a base script it cannot be overridden outside of the fm folder?
  13. Not gonna happen, lad. No spoon feeding in this lair of pirates. Modding requires some patience, knowledge, effort and management on your side.
  14. Thanks, Obsttorte. Your riddle, should you chose to accept it. Same set of functions per script but different functionality. In which order the engine reads the scripts and commands and therefore the content? Which script wins, which script gets reloaded and which script gets obviated? In case a script breaks the engine, please discard it and carry on with the exercise. Example with a base script: TDM/tdm_base01.pk4 ~ script/tdm_movers.script TDM/fms/anymission.pk4 ~ script/tdm_movers.script TDM/fms/anymission.pk4 ~ script/tdm_custom_scripts.script ~ #include "script/tdm_movers.script" (let's pretend this happens) TDM/fms/anymission/script/tdm_movers.script TDM/fms/anymission/script/tdm_custom_scripts.script ~ #include "script/tdm_movers.script" (let's pretend this happens) TDM/script/tdm_movers.script TDM/script/tdm_user_addons.script ~ #include "script/tdm_movers.script" (let's pretend this happens) Example with a custom script: TDM/fms/anymission.pk4 ~ script/tdm_nuke.script TDM/fms/anymission.pk4 ~ script/tdm_custom_scripts.script ~ #include "script/tdm_nuke.script" TDM/fms/anymission/script/tdm_nuke.script TDM/fms/anymission/script/tdm_custom_scripts.script ~ #include "script/tdm_nuke.script" TDM/script/tdm_nuke.script TDM/script/tdm_user_addons.script ~ #include "script/tdm_nuke.script" Ready, steady, go
  15. Both the Unofficial Patch and these set of mods can coexist independently and complement each other. Such effort would require coordination, a little work and some compromises. Many topics mixed in a single place but sure, I will keep checking pages at random. Thanks. Glad you do!
  16. Thanks for the detailed explanation, Dragofer. I did notice if I place a script folder besides a mission pk4 my scripts take preference. That's a good thing but still, I think tdm_user_addons.script should be the ultimate ruler. I also noticed your involvement in many scripts, including the subject here discussed. Thanks for your work.
  17. Hi, Please correct me if I am overlooking something but I would expect that if I add a (base or custom) script to my tdm_user_addons it would override the same script that could be potentially found in tdm_custom_scripts in a mission. In example, tdm_custom_scripts from a mission includes in the pk4: #include "script/tdm_weapon_shortsword.script" (base) #include "script/tdm_weapon_excalibur.script" (custom) And my tdm_user_addons includes: #include "script/tdm_weapon_shortsword.script" (base) #include "script/tdm_weapon_excalibur.script" (custom) Shouldn't my addons always take preference? It's my business what I do there anyway. Thoughts?
  18. -:- BEYOND THE MODPACK -:- Let's list here other tools and mods available for TDM. Candidates are supposed to have a degree of completeness, provide some value to players, and work with TDM without much effort. Are we missing anything? Speak up! Refer to the TDM Wiki for an additional list of add-ons. TDM 2.12 introduces Multi-addons support and some mods may not yet be ready for 2.12 but everything will eventually get updated, I am sure. ALL: please use the dedicated topics to comment and/or contact the authors! Do not do it here. Modders: if you don't want your tool/mod listed here, or if you want your tool/mod presented differently, please contact me here or via private message. ~ AngelLoader Credits: FenPhoenix Description: [...] AngelLoader is a standalone fan mission loader for Thief 1, Thief 2, Thief 3, System Shock 2, and The Dark Mod. Unlike FMSel, which requires a separate copy for each game, AngelLoader allows you to manage and play all your FMs in one place. [...] Topic: AngelLoader TDM Support (now released!) GitHub: AngelLoader ~ Unofficial Patch Credits: wesp5 (and other contributors) Description: [...] This patch adds several small improvements to the main game which in my opinion make gameplay more realistic and fun, sometimes easier as well, and it also brings some order to the downloaded missions list! [...] Topic: Unofficial Patch ModDB: The Dark Mod Unofficial Patch ~ Fresnel Mod Credits: nbohr1more Description: [...] It enhances the 3D depth of scenes and makes metals, wood, and skin look more realistic [...] Topic: TDM Fresnel Mod ModDB: Fresnel Mod 2.12 ( Unofficial ) ~ Flame Glare Mod Credits: nbohr1more Description: Wanna have beautiful glows with your Torches and Flames? Look no further! Topic: A little experiment with Fire glares... ModDB: Flame Glare Mod ~ Augmentation Mod Credits: MirceaKitsune Description: [...] an addon that implements detailed player functionality, inspired by the first DeusEx game (The Conspiracy) [...] Topic: Script: Per limb damage, skill system (WIP) ~ Wearable disguises Credits: MirceaKitsune Description: [...] The player can pick up headwear and equip by using the item, making you a member of the target team when active. [...] Topic: Mod: Wearable disguises ~ Alternative Footstep Sound Package Credits: SeriousToni Description: [...] If you like to try an alternative set of footstep sounds [...] Topic: New Footstep sounds ~ Railway Lamp Credits: Obsttorte, Dragofer, Goldwell, Amadeus, snatcher (and probably others) Description: First person view (like a weapon) Railway lamp / lantern for the player. Topic: Player Lamp (beta) ~ Adjust player speed with mouse wheel Credits: Obsttorte, snatcher Description: Proof of concept for adjusting the player speed with the mouse wheel using the external app AutoHotkey. Post: Adjust player speed with mouse wheel ~ Stealth Statistics Tool Credits: Dragofer (and other contributors) Description: [...] you will start every FM with a scroll called "Stealth Statistics" in your inventory, which you can "read" to show a small message with current stealth statistics [...] Post: View Stealth Score during gameplay? ModDB: Dragofer's Stealth Statistic Tool ~ Loot Stealth Stats Credits: kcghost Description: [...] overrides the loot inventory gui and associated script. I got rid of the loot breakdown (jewels, gold, etc.) as well as the loot icon that appears (didn't look right next to longer text). Instead it displays a stealth breakdown and total loot out of the mission's available loot. Suspicions, Searches, Sightings, Bodies, Score, Loot [...] Post: View Stealth Score during gameplay?
  19. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch The TDM Modpack and wesp5's Unofficial Patch are incompatible since both the Pack and the Patch use a similar approach to mods. With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack v4.0 Compatible with The Dark Mod 2.12 ONLY A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v4 series: v4.0 v3 series: v3.8 | v3.6 | v3.5 | v3.4 | v3.3 | v3.2 | v3.0 v2 series: v2.8 | v2.7 | v2.6 | v2.5 | v2.4 | v2.2 | v2.0 v1 series: v1.8 | v1.6 | v1.4 | v1.2 | v1.0 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: AUTO COMMANDS -:- By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods: - F1: Cycle through the Skills category - F2: Cycle through the Tools category - F3: Switch between Loot and Stealth stats - F4: Direct shortcut to "Penumbra" None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC LOOT INVENTORY Credits: snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly if using Auto Commands. ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ SHADOWMARK TOOL Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ OTHER ADDITIONS Re-worked Inventory menu (more compact). Semi-transparent backgrounds for the in-game Inventory Grid and Objectives screen. Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme. -:- MOD: SKILL UPGRADE -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? When using Auto Commands you can press F1 to access the "Skills" category and F4 to quickly access "Penumbra"... ~ SKILL: OBSERVATION Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the "Peek Door" item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the "Blow / Ignite" item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: COMBINATION Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION Credits: snatcher. Availability: All missions. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALTERATION Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access this ability if using Auto Commands. THE PATH TO UMBRA: How to become one with the shadows -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets and By Any Other Name. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with customized, "High Voltage" electric mines. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  20. Ouch. Trust me, I tried. Many times. I just didn't expect to find the grab there. Grounded for 24 hrs. Fell free to dump this topic. And thanks.
  21. Hi, I don't know how to use DarkRadiant but I can tell a lot effort (went and) goes into it. Thanks for this piece of software and thanks for your work, developers. May I suggest that it would be helpful if we could grab and resize the Property / Value window in the Entity inspector? The search is fine if you know what you are looking for but otherwise checking all properties in such narrow window is a little painful. I am using v3.0.0.
  22. I don't recall going that far down into the settings! The HUD/Size Opacity screen is fantastic! Thank you developers for your great work and thanks stgatilov and Obsttorte for the help!
  23. My main concern about the GUI is found in the objectives screen. Trying to compare the differences between Easy-Medium-Hard difficulties when the list of objectives is long is a daunting task because of the large fonts and the next/prev page system. To keep thing simple, I think the problem could be solved if we somehow could reduce the size of the font in the objective list, either via config file or in-game via A+ and A- buttons. A more elaborated approach would involve scrollbars. Please let me know if didn't explain myself well or if you require clarifications to understand what I am talking about. Many thanks.
  24. Hi stgatilov, Thanks for your work. Are you open to suggestions about the GUI and is this a good place?
  25. Good. I think I figured out an icon and a skill name most of the people will be satisfied with. I will be testing v0.7 for a few days and then we can go for an formal v1.0.
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