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Frostfall 3.2, Campfire 1.9 Launch
Hey folks,
I'm very, very happy to say that Campfire 1.9 and Frostfall 3.2 have been released! These releases include some major changes, which I hope most people will see as good ones.
The biggest new thing is the new exposure system in Frostfall, the first one since Frostfall 1.0. There is now an exposure "limit", which changes depending on your current conditions. So, instead of just getting colder and colder no matter what in a rainstorm, or in a "kinda cold but shouldn't kill you" place like Whiterun, you might get up to Chilly, or Freezing, but then stop. In places like the Pale or in mountains, or even in some areas like Morthal at night, exposure can still be deadly. I hope this makes the mod make a lot more sense and promotes better gameplay, but still puts the pressure on when it counts.
Truthfully, Frostfall has always unofficially had a "limit" system, it was just not used very well and only in special circumstances (like, "you can't get completely warm in the snow without both a fire and a tent"). Now, this idea applies everywhere and is much "closer to the surface".
This new system includes a new custom exposure meter widget, which has a thin white indicator (inspired by Bloodborne's health bar) that denotes where the limit currently is.
Speaking of UI, the Warmth and Coverage numbers on items appear damn near instantly now. The totals at the bottom also show the change in value (like, "Warmth: 35 (+20)"), just like your Armor does. It's extremely snappy and performance friendly now.
Oh, and I fixed a bunch of bugs. Particularly, that whole "armor in your load order above index 128 won't grant protection" thing is fixed.
This release also positions Frostfall closer to what it needs to be in order to support the Special Edition on Xbox soon. For instance, Weathersense's messages have been greatly expanded; there are over 100 new messages detailing your status and current conditions, with a lot of helpful context. Since console users won't have meters (Or will they? I've actually made some strides in this area. Time will tell!), it was very important to me to make sure I was able to communicate enough info in order to ensure a great experience. Hell, they're so good now, a lot of people might just prefer the immersive messages over the UI elements.
There's not a lot of new stuff on the Campfire side; mostly bug fixes and changes to support Frostfall's newest features. Harvesting wood now only takes 30 in-game minutes now? Yay? It's not that I don't have more exciting things planned, I just didn't have time to get to them before this release.
Both Frostfall and Campfire now have brand new installers, which should run in Nexus Mod Manager or Mod Organizer. They're based off of the SkyUI installer (thanks snakster!) and will alert you to common installation issues that might prevent the mods from running correctly, like loose script files and so on.
Anyway, you can read the full patch notes here, there were quite a few changes:
Campfire Patch Notes
Frostfall Patch Notes
Enjoy, and see you again soon later this month! :)
-- Chesko
P.S. If you're a modder, I've finally settled on the injected keywords for adding custom warmth / coverage to the armor in your mod. I just need a few days to document it. This system will support current users as well as console players. I have also tentatively scrapped FrostUtil API functions to do the same; I might re-introduce them, but the way things were, it would have been weird to support both current PC players and future Special Edition / console players through the API. And I figure, most armor modders probably wouldn't want to write scripts for this anyway. But who knows, I might figure something out. More details on this soon.