0.77.1

devnet bb88a36ab7239b9d23h ago

All artifacts verified

sha: d7ff0bbe264e6f89189a32604f970f74848e15e9pack: bb88a36ab7239b9dbuild: d7ff0bbe26godot: 4.7.2phase: Betadeploy: 83schema: 66semver: 0.77.1+843.d7ff0bbedisplay: v0.77.1 Betaprotocol: 34buildNumber: 843

Changelog

PKMN v0.77.1 Beta

Fixes:

  • Sinnoh: the walk home after Barry's first battle no longer freezes the game.

engine sha d7ff0bbe26 / asset pack bb88a36ab7239b9d / Godot 4.7.2 stable platforms: Windows, Linux, macOS (universal)

Client and server must share both the engine sha and the asset pack: the login handshake rejects a mismatch on either.

macOS - the first launch needs one extra step. The app is ad-hoc signed but not notarized, so macOS refuses a plain double-click with "cannot be opened because the developer cannot be verified". Right-click (or Control-click) the app and choose Open, then Open again. Once per download; updates the client installs itself do not re-trigger it. From a terminal the equivalent is:

xattr -dr com.apple.quarantine "PKMN Engine.app"

Keep PKMN Engine.app and the pack folder together in the same folder - the app looks for its assets beside itself, not inside the bundle.

Downloads

  • pkmn-client-linux-d7ff0bbe26.tar.gz

    272 MB0322aaa6…ae59

  • pkmn-client-macos-d7ff0bbe26.zip

    309 MB04a4f01d…f8f2

  • pkmn-client-windows-d7ff0bbe26.zip

    287 MB4e3a12f6…5e14

  • PKMN Engine.pck

    34.2 MBf6572c43…38cb

  • pkmn-client.pck

    34.2 MBf6572c43…38cb

  • pkmn-client.pck

    34.2 MBf6572c43…38cb

  • cosmetic-legacy.zip

    107 MBba3b1f79…3b15

  • custom-core.zip

    13.3 KBec46c5c3…4880

  • pkmn-pack-bb88a36ab7239b9d.zip

    141 MB5c6841d4…2a1d