October
16
2015

New Combatant Types, new Music Channels, new critical crafting outcome, new ability/item reuse block scopes and other new features and fixes.

Head to the download page and grab the latest version!

New

  • Combatant Types
    ‘Combatant Types’ sub-section available in the ‘Combatants’ section.
    Define combatant types to separate combatants by type.
  • Combatants
    ‘Combatant Type’ setting available.
    Define the combatant’s type.
  • Status Requirements
    ‘Combatant Type’ requirement selection available.
    Checks if a combatant is of a selected combatant type or not.
  • Status Requirements
    ‘Is Class’ setting available for ‘Class’ requirement checks.
    You can now checks if the combatant is or isn’t of the defined class, previously you could only check if the combatant is of the class.
    By default enabled.
  • Quest Tasks: Requirements
    ‘Use Combatant Type’ settings available in ‘Enemy Kills’ requirements.
    Optionally kill a defined amount of combatants based on the combatant type instead of a defined combatant.
    This allows using different combatants (of the same type) as targets for quest tasks.
  • Quest Tasks
    ‘Task Status Icons’ settings available.
    Optionally override the quest task’s icon for inactive, active, finished and failed task status.
  • Quests
    ‘Quest Status Icons’ settings available.
    Optionally override the quest’s icon for inactive, active, finished and failed quest status.
  • HUDs: Combatant, Turn Order
    New text codes available in ‘Information’ HUD elements for ‘Combatant’ and ‘Turn Order’ type HUDs.
    Display the name (%tn), description (%td) and icon (%ti) of the combatant’s combatant type.
  • Menu Screens
    ‘Bestiary (Type)’ menu part available.
    Displays information on bestiary entries using HUD elements.
    The bestiary entries are separated by combatant types.
  • Music Channels
    Play different music clips at the same time using music channels.
    Each channel can play one clip at a time and fade between clips.
    The default channel is 0.
  • Music: Stored Music
    You can now store different currently playing clips per channel using IDs.
    As before, you can store the currently playing clip and playback time of a music channel, but you can separate multiple stored clips using stored IDs and playback them at a later time.
  • Music Player
    ‘Music Channel’ setting available in the ‘Music Player’ component.
    Defines the music channel that will be used to play or change the music.
  • Menu Screens, Shops
    ‘Music Channel’ and ‘Stored ID’ settings available when using the music options.
    Define the music channel that will be used and the ID used to store the currently playing clip of that channel.
    By default uses channel 0 and stored ID 1.
  • Save Game Menu
    ‘Music’ setting available in ‘Save Settings’.
    Saving the currently playing music clips and playback positions is now optional.
    By default enabled.
  • Crafting Recipes
    ‘Critical Chance’ and ‘Critical Outcomes’ settings available.
    Optionally use a critical success chance to create critical outcome items instead of normal outcome items.
  • Player Controls: Mouse
    ‘Cursor Respawn’ setting available.
    Optionally creates a new instance of the cursor prefab each time instead of reusing the already spawned instance.
    Use this option if your cursor is a one time particle effect.
  • Weapons, Armors: Prefabs
    ‘Local Rotation’ setting available for equipment viewer prefabs.
    Optionally sets the rotation offset as local rotation of the spawned prefab instance.
  • Abilities, Items
    ‘Block Scope’ setting available in ‘Reuse Settings’ of abilities and items.
    Define the scope of abilities/items that will be blocked – single (the ability/item), type (all abilities/items of the same type), root type (all abilities/items of the root type and all it’s sub-types), all (all abilities/items).
  • Battle System: Bonus Settings
    ‘Status Effect’ changes available for start battle, turn, end battle and revive bonuses in all battle system types.
    Optionally change status effects of combatants when the battle starts/ends, when they start a new turn or are revived after battle.
  • Event Steps: Audio Steps
    ‘Music Channel’ and ‘Stored ID’ settings available in ‘Change Music’ steps.
    Define the music channel that will be used and (when playing a stored clip) which stored ID will be used.
  • Event Steps: Audio Steps
    ‘Music Channel’ and ‘Stored ID’ settings available in ‘Store Music’ steps.
    Define the music channel and ID that will be stored.
  • Event Steps: Status Steps
    ‘Block Scope’ setting available in ‘Block Ability Reuse’ and ‘Block Item Reuse’ steps.
    Define the scope of abilities/items that will be blocked – single (the ability/item), type (all abilities/items of the same type), root type (all abilities/items of the root type and all it’s sub-types), all (all abilities/items).
  • Combatant Spawners
    ‘Position Rounding’ setting available in area spawners (i.e. using triggers for random placement).
    Optionally rounds the spawn position (X and Z axis) to whole numbers.
    Use this option e.g. when creating classic 2D grid like games.
  • Item Collectors: Box
    ‘Auto Take All’ setting available for ‘Box’ type item collectors.
    Optionally adds all items in the box to the player’s inventory upon interaction instead of showing the item box dialogue.

Fixes

  • Event System, Combatant Spawners
    ‘Start Combatant Spawner’ steps could throw an error in some cases when used in an ‘Autostart’ type event interaction without any delay.
  • Equipment Viewers
    Fixed an issue with viewer materials not working correctly.