November
27
2015

New count quest task requirements, new status requirements, individual music channel volumes and a lot of other new features, changes and fixes.

Head to the download page and grab the latest version!

New

  • Music Channels
    The volume of each music channel can now be changed individually.
  • Main Menu, Menu Screens
    ‘Use Channel’ settings available for ‘Music Volume’ settings in option menus.
    Optionally change the volume of a defined music channel instead of the master music volume (affecting all channels).
  • Quest Tasks: Requirements
    ‘Count’ requirements available in activate, finish and fail requirements.
    Optionally use a custom count requirement, identified by a tag.
    The count can be changed using the event system – count requirements matching the used tag will be changed.
  • Status Requirements: Level
    Advanced ‘Class Level’ settings available.
    Optionally check the class level of a defined class.
    If the combatant never used the class, the class level will be 0.
  • Status Requirements
    ‘In Battle’ requirement selection available.
    Checks if a combatant is or isn’t in battle.
  • Status Requirements
    ‘In Action’ requirement selection available.
    Checks if a combatant is or isn’t in battle (e.g. performing an ability).
  • Status Requirements
    ‘Is Casting’ requirement selection available.
    Checks if a combatant is or isn’t casting an ability.
  • Abilities, Items, Battle Settings
    Use Range: ‘Minimum Use Range’ settings available.
    Use ranges now have a minimum and maximum use range.
  • Console Settings, Console Types
    ‘Before Line Text’ and ‘After Line Text’ settings available.
    Optionally add text before and after each console line.
    The console type’s texts will be added before and after the console settings texts.
  • Weapons, Armors
    ‘Override Price’ settings available in equipment levels.
    An equipment’s level can optionally override the price settings of the equipment.
  • Weapons, Armors
    ‘Override Equip Requirements’ settings available in equipment levels.
    An equipment’s level can optionally override the equip requirements of the equipment.
  • Weapons, Armors
    ‘Add Previous Levels’ setting available for random status value bonuses of equipment levels.
    Adding the random bonuses of previous equipment levels is now optional when creating a new weapon/armor at a defined level.
    By default enabled (i.e. adding previous level bonuses).
  • Value Bars
    ‘Positive Changes’ and ‘Negative Changes’ settings available in value bar images.
    Optionally display the difference between the displayed value and the actual value with a different image/color in the value bar.
    This can be used with the ‘Count to Value’ setting of status values to animate the damage/refresh with a different image/color in the value bar.
  • Shops
    ‘Exchange Rate’ settings available.
    You can optionally define a currency exchange rate for a shop.
    Otherwise the current exchange rate for the currency will be used.
  • Event System: Base Steps
    ‘Change Found Objects’ step available.
    Changes a ‘Found Objects’ or ‘Global Objects’ list using a defined game object (e.g. an event actor).
  • Event System: Base Steps
    ‘Raycast All’ setting available in ‘Raycast Object’ steps.
    Optionally use all game objects hit by a raycast instead of the first game object that was hit.
  • Event System: Battle Steps
    ‘Search Combatants’ step available.
    Finds game objects of combatants in the scene.
    Optionally checks for allied/death/battle state, range or status requirements.
  • Event System: Audio Steps
    ‘Use Channel’ settings available in ‘Change Music Volume’ steps.
    Optionally change the volume of a defined music channel instead of the master music volume (affecting all channels).
  • Event System: Quest Steps
    ‘Change Task Count’ step available.
    Changes the current count of a task’s count requirement. Only count requirements matching the defined task will be changed.
  • Battle Events: Battle Steps
    ‘Other Targets’ settings available in ‘Calculate’ steps.
    Optionally use other combatants as targets instead of using the targets originally found by the action.

Changes

  • Menu Screens: Ability, Equipment, Inventory
    Clicking on a choice will now also call the sub-menu when it’s using the same input key as the ‘Accept’ key.
  • Editor
    Changed how event assets are updated to prevent crashes in very large projects.

Fixes

  • Menu Screens
    Fixed an issue where settings wheren’t displayed when selecting ‘Stop’ music play type in the music settings of a menu screen.
  • Event System: Movement Steps
    Fixed an issue in the ‘Change Position’ step when moving by speed only along the Y-axis.
  • Menu Settings: Bonus Display
    Fixed an issue with defence attribute text display causing an error.
  • Menu Screens: Equipment
    Fixed an issue where ‘Back’ and ‘Unequip’ buttons where switched (back unequipping and unequip going back) in some cases.
  • Equipment
    Fixed an issue when having ‘Random Status Value Bonuses’ using bonus range ‘Random’ without any added status value bonuses.
  • Text Codes
    Fixed an issue where some text codes (e.g. for changing text color) could add an additional space to the text.
  • HUDs: Console
    Fixed an issue where the scrolling area didn’t adjust it’s size when using the new UI.
  • HUDs: Console
    Fixed an issue where a ‘Console’ type HUD’s tab titles wheren’t updated when changing the language.
  • HUDs
    Fixed an issue where the name box of HUDs didn’t show after the HUD was closed and opened again when using the new UI.
  • Combatant Spawners
    Fixed an issue where using ‘Set Scene ID’ allowed starting a battle of a respawned combatant and blocked during the battle start event.
  • iOS
    Fixed an issue where running a project in XCode on iOS resulted in a crash.
  • New UI
    Fixed an issue when updating content of a scrollable GUI box that caused text/images to be hidden.