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Topic: 2026/5/14

No update this week unfortunately. I've been converting some of the Visual Basic server code into C, so that I can move monster spawns into the map editor.

(There are advantages to doing this beyond just editing. For example, I think it would be useful to be able to set arbitrary properties on the monsters themselves at spawn time. Scripts could access these to alter behavior. It will require script changes, though, as monster IDs will no longer be stable, so I'll be adding things like "get monster ID by script name" to the scripting to accomodate that...)

However I did not get too far. Hopefully next week or the week after.

Have a good weekend!

God bless.

James

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Re: 2026/5/14

Still working on an art update. Many pieces are rendered but need testing, and resource editor implementation. Hopefully this weekend I'll get some spare time to finish and send a bundle.

Regarding monster spawns- I wonder if you could also loop in item spawns? I'm not sure how the moonflower and purple dandelions are set to spawn on the Valour map, but having a local view and editing ability would be good to have. Seasonal attributes would be the cherry on top. e.g. only appearing in fall, winter, etc .

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Re: 2026/5/14

I think most scripted monsters/npcs should be able to deal with changing ids, they tend to store the npcidtag in spawn() if they need the id in some other context where its not available.

By arbitrary properties you mean the option to override things like health, speed etc. on a per monster basis? Could definitely open up new possibilities in terms of quests and special event monsters.