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Releases: AlexanderNorup/Modulemon-Advanced-AI

Modulémon 2.1 - "second steps"

28 Nov 16:24

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What's Changed

New Contributors

  • @ras-e made their first contribution in #19

Full Changelog: v2.0...v2.1

Modulémon 2.0 - "first steps"

27 Oct 12:33

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This new release contains the first iteration of most of the new features. Primarily a MCTS battle AI and a custom battle mode where you get to choose your own monsters.

What's Changed

Full Changelog: v1.2...v2.0

Modulémon 1.2 re-release (without OSGi)

11 Oct 15:26

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This release is functionality identical to https://github.com/JonasKaad/SemesterProject-4/releases/tag/v1.2 (apart from the changes to the title-screen)
The only difference being that it runs without OSGi, which also means bundles can't be enabled or disabled during gameplay.

This release also ports Modulémon to Java version 18.

You can easier run modulemon-1.2-no-osgi.jar directly using Java 18. Or you may use modulemon-1.2-windows_x64.zip or modulemon-1.2-linux_x64.zip which are both shipped with a Java runtime so can run without dependencies.
The linux build has only been tested on WSL, but as it works there, it is assumed that it also works natively.

Modulémon 1.2 - "the one that got away"

12 Oct 10:32

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This version fixes all the issues with Modulémon 1.2 that we didn't get to fix back during semesterproject 4.

Changes include:

  • Collision system has been re-written. So collision with map-entitites work again.
  • Position system has been re-written. Your character will no longer be moved off-grid if you continuously bonk into a wall or move too far to the right.
  • Movement have been fully re-written:
    • Movement now supports buffering inputs. The order of buttons pressed is also conserved. So for example, the left input is no longer prioritized.
    • Movement is now smooth without breaks between movement
    • Players and NPC's now always face the direction they're moving.
  • Map entities, NPC's and the player have been re-centered to the grid.
  • Fixed render-order so the camera is render after all entities, fixing the "floating" entities on movement.
  • The HP bar in the battle view now speed up if it needs to move a greater distance.