ImmersiveTrader
Adds 14 traders and the roaming Legendary Trader, with hunting contracts, cargo deliveries, reputation, skill rewards, new items and 47 story quests.Changelog
1.1.6
- Fixed
it ground/it ground filland the camp pit repair not being saved on servers (the change showed, then came back after saving and rejoining). - New admin command
it camps build on|off: players may build, level with the hoe and take down pieces inside trader camps (saved with the world, also on a server). Level the spot, thenit camps refresh.
1.1.5
- Quest coin rewards changed: the first quest of every trader pays what it paid, the next four 50, 100, 175 and 250 coins, the sixth 350 (was 999).
- Preparation for the introduction of a new mod, Children of the Ancient Heart.
1.1.4
- Fixed deep pits dug by the board, Lox caravan and wagon on mountain slopes (Ylva Frost's camp). Old pits are filled when the camp loads; on a dedicated server use
it ground fill 8on the edge. Back up your world first. - New admin command
it ground fill [radius].
1.1.3
- Added a new quest window at traders.
- Added a character Quest Log with its own UI.
- Added a new map marker for trader camps.
- The first quest of every trader is available at once.
- Fixed boss kills not counting for quests.
- Fixed quests stuck on "(locating...)".
- Fixed quest items alignment.
- Fixed quest rewards not showing in the quest window.
- Changed dialogue lines and requirements in several quests.
- Small fixes to trader behaviour and quest commands.
1.1.2
- Fixed an error flood and missing board text when another mod leaves a broken font copy in memory.
1.1.1
- 12 new Mountains quests: Hrothgar (6) and Ylva Frost (6). 47 quests in all.
- New sixth quests join the biomes: Swamp → Mountains and Mountains → Plains.
- Every sixth quest pays 999 coins on top of its other rewards.
- Trader camps show on the map as a white scroll, like Hildir's camp.
- Co-op: kills count for the quest owner within 100 m; quest loot is theirs only.
- Missed Roots & Remedies quest rewards are handed over when you talk to the trader.
- Level ground under the notice board, Lox caravan, wagon and water-facing houses.
- The red search circle of a far-away trader shows on the map at once.
- Quest scenery fixes for Hrothgar's, Ragnar's and Ylva's quests.
- Fixed board notices covered by the credit sign and the flickering board header.
1.1.0
Story quests are now part of ImmersiveTrader.
- 33 story quests from six traders: Midka (5), Troldad (6), Grimvald (6), Rudy Warg (6), Encek (5) and Mokra Dzika (5). They no longer need Roots & Remedies. Quests start at reputation level 2 with no upper limit; the sixth quest of Troldad, Grimvald and Rudy Warg needs level 4 (the trader says why they do not trust you yet). Traders of the other biomes (Mountains, Plains, Mistlands, Ashlands) have their quests in progress, working on it.
- New: Shift+E quest panel with a tracker, a red search circle on the map, readable letters and notes, quest scenery, a Brinewyrm sea encounter and stone creatures.
- New: quests that send you from one trader to the next (a fish recipe from Troldad to Grimvald, rations from Grimvald to Encek, a jar of salve from Mokra Dzika to Rudy Warg).
- Quest rewards from Roots & Remedies are given only when that mod is installed and its
ItemSourceallows quests. ImmersiveTrader alone pays coins and upgrade idols only. - Quest prefabs and saved data now carry the
IT_/it.prefix. Progress saved under the olderrnr.keys moves over automatically. - Config:
Quests/MinReputationLeveland a[Quests: Brinewyrm]section. New admin commands:it quest …,it spawn quest,it spawn wyrm|stag|greyling,it ground. - Comfort in a trader's house now grows with the biome: Meadows 2, Black Forest 3, Swamp 4, Mountains 5, Plains/Mistlands/Ashlands 6 (it was 5 everywhere).
- Fixed Jackie and Troldad getting stuck on camp objects: they turn round and carry on. Troldad now strolls round his camp instead of walking on the spot, and no longer holds his big log in one moment and not in the next.
- Fixed Encek's fortress levelling a huge flat area and clearing far more than its own ground. The no-fighting zone and the no-monster area could also sit apart, so monsters that could not hit back could be attacked from outside the zone; both now cover the same ground, fitted to the buildings. Guck sacks no longer hang in the air where their trees were cleared.
- Quest objects are never placed under water.
1.0.12
- Fixed trees, bushes, rocks and plants standing inside trader camps and blocking doors. The game only clears vegetation in the zone where a camp is created, and only while that zone is first generated, so camps placed by
it camps forcein already-explored zones, or reaching into a neighbouring zone, kept their trees. The server now removes natural vegetation (and tree stumps and logs) inside every loaded camp area, in new and existing worlds. Player buildings, containers, creatures, items and other mods' objects are never touched. - New admin command
it camps clear: removes the vegetation around every camp that is loaded right now (it also happens automatically while a camp is loaded). Works from a client for dedicated-server admins. - New command
it camps refresh(run it near the camp): clears the vegetation, re-readsImmersiveTrader-camps.cfgand the saved blueprints, rebuilds the camp buildings, puts the trader, board and caravan back on their spots and repaints the terrain so the levelling and dirt under the houses are applied again. The rebuild is local: other players get it with the same command or after a restart. - Fixed the Notice Board's hover area being far larger than the board itself (at Mokra Dzika the whole house read "Board").
- Preparation for the Roots & Remedies companion mod: ImmersiveTrader now offers a small public quest API (
TraderQuestApi) so other plugins can attach quests to traders. ImmersiveTrader only raises the event; quest data, panel, progress and rewards belong to the companion mod. - Shift+E on a trader no longer buys the first item in stock (the old quick-buy is removed; normal E still opens the shop). Shift+E is now reserved for quests. With no companion mod installed there is no "Shift+E" hint on the trader and nothing opens: pressing it only shows "I have no quests for you right now."
- Quests from a companion mod can be handed in to a trader whose shop is still locked by boss progression. The shop itself stays locked until the previous biome boss is defeated.
- Developer API for companion mods:
TraderQuestApi.GetTraders(),TryGetTrader(id)andTryGetTraderPosition(id)(camp position, known locally or from the server's list).
1.0.10
it camps forcenow always places all 14 trader camps on an existing world, and at least 10 Legendary Mieteg sites.- Camps forced onto rough ground get their terrain levelled.
it findallonly lists camps in the console; it no longer adds map pins.- All
itcommands work for dedicated-server admins:adminlist.txtIDs are accepted with or without theSteam_prefix. it mieteg sitesandit mieteg nextcan be used by admins from a client.- Fixed a repeating
Procreationerror caused by the companion wolf Jackie.
