Releases: MovaFlow/GNX
Release list
GNX v1.4.6
Game version: 1.39
What's New
XL Cells
150px wide cell type. Mods opt in with "category": "xl_breed" in cells.json.
Shrine monster sprite overrides
Replace goblin, hobgoblin and ogre sprites on the shrine per class via mon_spr_overrides. Background, dirt and sign are also replaceable.
Chains ogre body override
Replace the ogre body on chains per class.
Cell patch merging
Multiple mods can now patch the same vanilla cell without overwriting each other.
Performance
Camera-based culling on all major instance types. On a 74-floor save with nearly 5000 slots, only the ~100 visible ones actually run each frame.
Slot, monster, button, and empty instance culling (Draw + Step)
Ambient speaker scan throttled to every 15 frames
Bug Fixes (29 total)
Highlights:
Fixed crash when loading a save with a goblin mid-drink
Fixed crash clicking a quest notification with missing dialog
Fixed watchdog spamming hundreds of log lines for walking monsters
Fixed monsters walking in place after loading a save
Fixed scrollbar not rendering (raid window singleton was blocking it)
Fixed carry/transfer regression — watchdog was detaching carry hobgoblins
Fixed tool action crash with modded class hash IDs
Fixed crash on malformed atlas uv.json
Fixed unit removal crash on multi-monster cells
Full list in the changelog: https://github.com/MovaFlow/GNX/blob/main/CHANGELOG.md
GNX v1.4.5
Game version: 1.39
What's New
Multi-Monster Cells
Cells can hold multiple goblins now. Set max_mon_num in physical to spawn 2+ monsters per cell. mon_placements controls which species go where, mon_positions gives you per-slot visual offsets, and mon_spr_p1/mon_spr_p2/etc. let you override sprites per slot.
Tower Boss Support
Modded classes can show up as endgame tower bosses. Add a tower_boss_condition to your class in classes.json -- works with state_equals, has_unit, quest_complete, whatever fits. When the condition passes, your class becomes eligible for floor 1 and endless tower encounters.
Locked Cells
Gate cells behind quest rewards. "locked": true in cells.json keeps it out of the build menu until you unlock_cell it through a quest side effect.
Fixed-Mode Sprite Overrides
by_class and by_mon_type overrides now work on fixed-mode cells. Swap the whole spr_array based on the occupying class or monster type. Stack both for class + monster combos.
Bug Fixes
- Invisible last goblin on pleasure and tittyfuck cells -- big fix across sprite dispatch and draw code
- Forward-compatible version matching -- mods targeting
"1.39"now work on 1.39.x patches, no manifest update needed - spr_data initialization for modded cells
- start_frame defaults on multi-phase cells
- Multi-slot unit removal when cells have 2+ monsters
Docs
- Modding docs updated with everything above
- New tutorial sections for tower boss and locked cells
- Example mod now covers multi-monster cells, locked cells, tower boss conditions, and by_class overrides
Install: drop GNX_v1.4.5.exe next to GoblinNest.exe and run. Updates from any prior version automatically.
Already have GNX installed? The installer checks for new versions on launch and offers to update. No redownload needed -- just say yes.
Docs: https://github.com/MovaFlow/GNX/blob/main/docs/GNX_MODDING.md
Modders updating from 1.4.2: no manifest changes needed if you already target "1.39". Everything new is opt-in.
GNX v1.4.4
Rebased to Goblin Nest 1.39
GNX now targets game version 1.39. All vanilla 1.39 changes are included:
- Ranger breast clothing fix (sprite-only, big cells)
- German translation fix
- Spanish translation fixes
Auto-Update
The installer now checks GitHub for new releases on launch. If a newer version is available, a notification appears on the main menu with an option to update in-place. No more manual downloads.
Downloads
- GNX_v1.4.4.exe - standalone installer (drop next to GoblinNest.exe and run)
Supports both Steam and itch.io builds. The installer detects which you have automatically.
Mod authors: update your manifest.json compatible_game_versions to include "1.39".