New Delay Time settings for abilities and items, new status requirement Templates, updates to HUDs and the event system and other small features and fixes.

Head to the download page and grab the latest version!




  • Abilities
    ‘Delay Time’ settings available for active abilities.
    Abilities can set a delay time on the user.
    A combatant can’t perform actions (e.g. attack, use an ability or item) during the delay time.
  • Inventory Settings
    ‘Default Delay Time’ settings available.
    Items can set a delay time on the user.
    A combatant can’t perform actions (e.g. attack, use an ability or item) during the delay time.
  • Items
    ‘Delay Time’ settings available.
    Items can override the default delay time defined in the inventory settings.
  • HUDs: Combatant, Turn Order
    ‘Delay Time’ element type available.
    Displays a combatant’s delay time as a text or bar. Only displayed while the time is running.
  • HUDs: Combatant, Turn Order
    ‘Time Format’ setting available for ‘Cast Time’ and ‘Timebar’ text time displays.
  • HUDs: Combatant, Turn Order
    ‘Reverse Value’ setting available for ‘Cast Time’.
    The cast time will be displayed reversed, i.e. the time will count down instead of up.
  • Status Requirement Templates
    The status requirement templates allow you to set up status requirements that can be reused in other status requirements.
    Status requirement templates can be created in ‘Base/Control > Status Requiremenet Templates’.
  • Status Requirements
    ‘Requirement Type’ setting available.
    Select if a requirement either checks a single ‘Status’, other ‘Requirements’ or a status requirement ‘Template’.
    When checking other requirements, you can create multiple status requirements in a single condition, allowing you to set up checks like ‘(requirement1 && requirement2) || requirement3’.
  • Event System: Dialogue Steps
    You can now use actor text codes in choices added to a ‘Dialogue Step’.
  • Event System: Dialogue Steps
    Choices can now use global, local and object variables in variable conditions.
  • Event System: Active Group Steps
    ‘Check Group Size’ step available.
    Checks the size of the active player group.
  • Event System: Variable Steps
    ‘Variable to Variable’ step available.
    Stores the value of a game variable into another game variable.
    You can use this step to transfer variables between variable origins (local, global and object).
  • Combatants: Battle Animations
    ‘Join Look At’ setting available.
    Optionally looks at enemy combatants when joining a running battle.
    By default disabled.
  • Game Settings, Interactions
    Setting ‘Max. Click Distance’ to -1 will allow starting ‘Interact’ type interactions without distance limitations.
  • Status Development, Ability Trees
    ‘Experience’ type learn costs can now use a defined value, formula, game variable, etc. for the required/consumed experience.



  • Status Values
    ‘Experience’ type status values that level ub the base/class level will now correctly receive experience exceeding the current maximum value.
  • Status Requirements
    Passive abilities can now also be checked without enabling ‘Learned’.
  • Abilities
    Passive abilities wont be added to the list multiple times.
  • Abilities
    Passive abilities will now correctly add their status effects outside of battles.
  • Event System
    The ‘Found Objects’ list was updated when using a child object, resulting in the child object being in the list instead of the original object.
  • GUI Boxes
    Cut off text issues are solved.
  • Global Events
    Wait times are now working correctly in ‘Scene’ type global events.
  • Equipment Viewers
    Using the ‘Add Combatant’ component with ‘Equipment Viewers’ could still lead to not displaying equipment.
  • Music
    If no music is played when storing music, now also no music will play when playing the stored music (also applies to shop/menu music).