Posted February 25, 2022 by SnowySierra
These are the Endless Thief v0.7.3 changes:
The core idea behind the community text levels is that players can sketch rough levels. The game will accept these rough level designs and auto-complete any missing information. That way, it is much quicker and easier to design your own stealth levels. On the other hand, because the game partially improvises the levels, players have less control over their level designs. I hope this is a good trade-off for convenience over full control.
I also added story elements to the community levels, such as interactive readables, and intro and outro. I included an example community level that demonstrates all the elements that the level editor will support. The level can be found in the menu Custom Game -> Community Levels -> Village at Night (SnowySierra). All challenge levels have been updating using the same text level editor.
Other improvements are less swingy and more predictable guard patrols. And improving NPC dialogue so that they no longer overflow in their text bubbles. Some of the challenge levels have been modified for a better challenge and slightly more diversity in layout.
A small, but important, improvement is that knocked out guards that revive, will no longer trigger an alert. In other words, players will no longer risk failing the "no alerts" bonus objective when knocking out a guard. And players won't have to worry about knocked out guards chasing after them when they wake up. This makes the game slightly easier and more fair.
Please enjoy ^^