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I think someone is looking into that for me. I need to finish building my remake so they can translate it.
But bro we need chinese very much please
First full compile yesterday, after many months, skipping battle and dialogs but getting most of the other changes in the compile. That is not the same as a ready to play mod, just that now I can focus on specific sections and constantly recompile until I feel like playing it.
I wanted to add some utilities but right now there are many pockets of what I would call problem code, some from the original and sometimes things I caught from the Phantasy Calradia 22025 code injection. It's a bit frustrating to see how many times I have to go back and remake a section but that is progress too.
I think I am still on for a second week August launch.
That would be a month from July 10th. I may as well not put up a test before I leave, too much is not ready yet. I'll be gone a week and then put in the layers needed to play a campaign.
Have not looked at the map, doing that last. There are too many other things to fix first.
There should be a little more disease mechanics, mounts that sometimes make noises and don't glide everywhere like star wars skimmers; a little more finesse for explosions in terms of cover, faster handling for morale in battle from damage, and so on. This last is something I wrote in April for Phantasy 2025 (Chiaroscuro) mod, so it is relatively fresh. I want some time to tune a crafting system that is cheaper and for essentially making companion gear, rather than focused on high end items. It still is a struggle to get a first test up, but I am closer.
I am certain I will have it working this month (July), but I am taking a week off next week so it will finish up late July. There are quite a few changes; this is not just a quick tweak of the existing Paradigm Worlds. I expect full diplomacy, scaleable battle size to smoothly support in excess of 250 agents per side that the user can throttle down to match their PC's performance without editing module.ini or disturbing their settings on other mods. I expect fairly deep changes to many mechanics, most quests working, and some capabilities not previously seen in Paradigm Worlds, such as poison over time effects from spider bites and poisoned hand crossbows.