Here's an incremental update archive for people running my mkxp-z release who don't want to redownload the whole game to update. Just drop the archive in your Updates folder (mkxp-z should have made it on first run) and delete last update's patch from your Patches folder. The archive does not need extracted. Let me know if you're running an older version and want more updates, I can get them for you. If you're using the beta update I released this week, you can delete it.
There's a setting in preloader_Global_Variables.rb to force enable beta features if you want to see the new hot spring dates, up near the top. Just delete the # at the start of the line to enable it.
I've also updated my mkxp-z release and scripts.
First off, important note for Joiplay users.
Long press the game in Joiplay, choose settings, and turn OFF the path cache and prebuilt path cache. Since Joiplay's path cache takes so long to generate and can't handle updates, I've MADE MY OWN. It should generate a
lot faster, and can handle putting my update archives in the Updates folder. The script should be compatible with all but a few Pokemon Essentials games that load 7z archives if you want to use it elsewhere, just copy preload.rb and preloader_mkxp_updater.rb to the other game and Joiplay will load them. If the game already has a preload.rb, make a folder called dynamic_scripts, make a folder inside that called dynamic_preload, and put the other preload.rb in there.
In the executable, I added couple sprite behavior fixes that shouldn't matter for this game, optimized loading RGSS archives a bit, and added a warning to the bitmapSmoothScaling setting in mkxp.json because it turns out it's buggy. I still have it on by default because this game doesn't do anything to noticeably trigger it, but if you want to use mkxp-z for other games or turn on hires mode for maximum picture quality then you should consider turning it off.
In the dynamic scripts, I:
- Fixed a bug with some bonus resistances on progeny that disabled their native resistances.
- Improved the message skip functionality.
- Added a script and config option to keep certain equipment items from locking their slots... It's off by default.
- Made the spinning knight icon visible when camping, because the long black screen while it ran new day calculations annoyed me.
- Made the candyphage smarter, so it doesn't waste swirlies or queue up several hours' worth of item get popups.
Pixeldrain file link
Pixeldrain album link
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Link to the mkxp-z and script downloads
And here's my mkxp-z post, for anyone who didn't see it.