The Github stable build has been updated to:
(Modded Game) NMM - Mods.26.zip -
https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10
(Modded World) NMM01 - NMM01.6.zip -
https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01
Changes include:
- POI additions and updates
- New 'boss' type quests and entities.
- 2 new weapons
- All entities have been given names
- Health bar for entities is visible
- 1 block crouch exploit has been removed from Score (toggled through an NNMCore patch)
- Trader Protection removed and traders open all hours
- All Undead entities have 3 tiers of Undead, Feral Undead, and Chaos Undead. They will start appearing from start, about GS50, and GS100 respectively.
In addition, the boss spawners for Blood Moon have been given a slightly higher probability to spawn from 1 in 500 to about 1 in 250 as GS reaches 50. Since the entity list is growing longer, they will still have a lot of competition before spawning.
That covers the highlights and any other changes are typically backdoor and for stability.
It may well be that the bulk of features are now incorporated, although impulse sometimes takes precedence.
It seems the next Moddb build will have:
- A food spoilage system where food needs to be processed or eaten before it spoils.
- Further updates to Localisation, especially for the Skills/Attributes to change the wording so it doesn't mention things which have been removed.
- Possible drops for resin since many of its sources were removed with 'moving back in time'. However, there is quite a lot to be found in Junk, which is respawnable, and wooden wheels on the roads which are limited, for now. The trader should also have more stock than default.
@BasicallyACat All updated in the post above with clearer indication of what build versions are the most up to date for the Moddb stable release. This version isn't missing anything beyond a little tinkering with a new food feature Darkstardragon is considering.