March
23
2017

Updates to menu screens, GUI layers can optionally use custom scaling and anchor settings, new event nodes and other new features, changes and fixes.

Head to the download page and grab the latest version or buy a copy in the Unity Asset Store!

New

  • Status Values: Experience
    ‘Max Value Type’ setting available for ‘None’ experience types. Defines which value will be used as max value, either the ‘Next Level’ value, the ‘Current Level’ value (both as defined in the status development) or the actual ‘Max Value’ of the status value.
  • Battle Settings
    ‘Play Victory Animation’ setting available. The combatants that won the battle will play the victory animation type. By default enabled.
  • Battle System: Real Time Battles
    ‘Set Time Scale’ settings available. Optionally change the time scale while displaying a battle menu (available when not using ‘Pause Menu’).
  • Abilities, Items: Damage Dealer Settings
    ‘Mount Prefab’ setting available. Optionally mount the spawned prefab to the combatant that was hit.
  • Status Requirements: AI Behaviour Slot Count
    ‘AI Behaviour Slot Count’ requirement selection available. Compares the number of AI behaviour slots of a combatant with a defined value.
  • Status Requirements: AI Ruleset Slot Count
    ‘AI Ruleset Slot Count’ requirement selection available. Compares the number of AI ruleset slots of a combatant with a defined value.
  • GUI Layers
    ‘GUI Settings’ available. Optionally override the default GUI scale and anchor for a GUI layer. Allows using GUI scaling per GUI layer.
  • Menu Settings
    ‘Drag Mouse Over’ setting available. Using mouse over selection while dragging is now optional. By default enabled.
  • Menu Screens
    ‘Set Time Scale’ settings available. Optionally change the time scale while displaying the menu screen (available when not using ‘Pause Game’).
  • Menu Screens: Bestiary (Area)
    ‘Close Type Box’ setting available in the ‘Bestiary Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the type box when area and bestiary box aren’t displayed at the same type. Use this option to have the bestiary box separated from the previous boxes.
  • Menu Screens: Bestiary (Area)
    ‘Close Type Box’ and ‘Close Area Box’ settings available in ‘Entry Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the type and area box when bestiary and entry box aren’t displayed at the same type. Use this option to have the entry box separated from the previous boxes.
  • Menu Screens: Bestiary (Type)
    ‘Close Type Box’ setting available in the ‘Entry Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the type box when list and entry box aren’t displayed at the same type. Use this option to have the entry box separated from the previous boxes.
  • Menu Screens: Crafting
    ‘Close Type Box’ setting available in the ‘Create Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the type box when recipe and create box aren’t displayed at the same type. Use this option to have the create box separated from the previous boxes.
  • Menu Screens: Group
    ‘Close Action Box’ setting available in the ‘Non-Battle Group Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the action box when battle group and non-battle group box aren’t displayed at the same type. Use this option to have the non-battle group box separated from the previous boxes.
  • Menu Screens: Log
    ‘Close Type Box’ setting available in the ‘Text Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the type box when log and text box aren’t displayed at the same type. Use this option to have the text box separated from the previous boxes.
  • Menu Screens: Quest
    ‘Close Type Box’ setting available in the ‘Info Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the type box when quest and info box aren’t displayed at the same type. Use this option to have the info box separated from the previous boxes.
  • Menu Screens: Research
    ‘Close Type Box’ setting available in the ‘Item Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the type box when tree and item box aren’t displayed at the same type. Use this option to have the item box separated from the previous boxes.
  • Menu Screens: Research
    ‘Close Type Box’ and ‘Close Tree Box’ settings available in ‘Details Box’ settings when using ‘Same’ or ‘One’ display type. Optionally close the type and tree box when items and details box aren’t displayed at the same type. Use this option to have the details box separated from the previous boxes.
  • Menu Screens: Sub Menus
    ‘Block Tooltips’ setting available. Optionally block tooltips while a sub menu is opened.
  • Menu Screens: Sub Menus
    ‘Close Out Of Box Click’ setting available. Optionally close the sub menu when clicking outside of the GUI box.
  • HUDs: Combatant, Turn Order
    ‘Global Event’ click type selection available. Starts a global event using the combatant as starting object.
  • HUDs: Combatant, Turn Order
    ‘Combine Stacked’ setting available. Optionally combine stacked status effect to only display one of the effects.
  • HUDs: Combatant, Turn Order
    New text codes available for ‘Status Effect’ HUD elements. Use ‘%sc’ to display the number of times a status effect is stacked. Use ‘%sc2’ to display the stack count only if it’s greater than 1.
  • HUDs: Console
    ‘Auto Scroll Down’ setting available in ‘Console’ type HUDs. Automatically scroll down to new entries when already fully scrolled down.
  • Text Codes: Date
    ‘#date.local’ and ‘#date.utc’ text codes available to display the current real date and time in a defined format. The format is defined using C# date and time format options, e.g. ‘#date.localyyyy-MM-dd H:mm:ss#’ formats to ‘2017-01-22 17:05:01’.
  • Battle AIs: Compare Status Value
    ‘Compare Status Value’ node available in ‘Combatant’ nodes. Checks the status value of targets against the user’s value and adds those that match to the target list. E.g. select all enemies that have less HP than the user.
  • Battle AIs: Rotate To Target
    ‘Rotate To Target’ node available in ‘Position’ nodes. Rotates the user to the found targets.
  • Battle AIs: Get Nearest
    ‘Get Nearest’ node available in ‘Position’ nodes. Adds the nearest combatant to the found targets.
  • Battle Events: Activate Damage Dealer
    ‘Mount Prefab’ setting available. Optionally mount the spawned prefab to the combatant that was hit.
  • Event System: Change Item Box ID
    ‘Change Item Box ID’ node available in ‘Game > Scene’ nodes. Changes the box ID of a ‘Box’ item collector on a game object.
  • Event System: Progress Research
    ‘Reset Progress’ setting available in ‘Progress Research’ nodes. Optionally reset the progress of research items to being unresearched.
  • Event System: Show Dialogue
    ‘Show Inactive’ setting available for choices. Optionally show choices that are inactive due to their defined conditions as inactive buttons instead of hiding them. Setting available per choice.
  • Event System: End Turn
    ‘End Turn’ node available in ‘Battle > Action’ nodes. Ends the turn of a combatant.
  • Event System: Set Move AI Waypoints
    ‘Set Move AI Waypoints’ node available in ‘Combatant > Move AI’ nodes. Sets or clears waypoints of a combatant’s move AI.
  • Event System: Use Battle Action
    ‘Use Battle Action’ node is now available in all event types.
  • Event System: Join Active Group
    ‘Use Inactive’ setting available. Use an inactive member of the active player group to join the group. Only available when using a defined combatant not coming from another group.
  • Move AI Areas
    ‘Used In Field’ and ‘Used In Battle’ settings available. Optionally enable/disable the move AI area to be used in the field or in battles. By default enabled for both field and battle.
  • Interaction Controller
    ‘Interact With Nearest’ settings available. Optionally interact with the interaction nearest to the interaction controller’s position (and a defined offset).

Changes

  • Status Values: Experience
    ‘From Minimum’ setting is now also available for ‘None’ type experiences. Will use the difference to the minimum value when increasing the status value on level up.
  • Global Events
    Calling a global event from items and abilities now use the user as the starting object.
  • Global Events
    Calling a global event from a menu screen item (button menu part) now uses the user of the menu as starting object.
  • Game Settings: Horizontal Plane
    The ‘Horizontal Plane’ setting now also affects battle rotations (look at) and movement nodes (face direction).
  • Menu Settings
    ‘Unfocused Mouse Over’ is blocked when the focus is locked to a GUI box (e.g. confirmation dialogues).

Fixes

  • Event System: Progress Research
    Fixed an issue where using ‘Research Type’ scope in ‘Progress Research’ nodes didn’t work correctly.
  • GUI Boxes: Choices
    Fixed an issue where the initially selected choice wasn’t highlighted when using the new UI.
  • Move AI
    Fixed an issue where changing the group leader while following it could result in still following the old leader.
  • New UI
    Fixed an issue where not using a prefab for the content box could result in mouse over selection not working correctly.
  • Menu Screens: Group
    Fixed an issue where using input keys to use the action buttons allowed using an action that otherwise would be prevented (e.g. removing the last member of the battle group).
  • Status Effects
    Fixed an issue where removing the effect prefabs could cause an error.
  • Move AI Areas
    Fixed an issue where using multiple ‘Allow Move AI’ areas could lead to using a wrong position.
  • Combatants
    Fixed an issue when using text codes in combatant names.
  • Combatants
    Fixed an issue where the ‘Steal Item’ settings displayed an empty list for the item selection.
  • Object Variables
    Fixed an issue where ‘Vector 3’ variables wheren’t saved in the ‘Object Variables’ component and caused an error in-game.
  • Abilities, Items: Raycast
    Fixed an issue where the raycast cursor prefab isn’t displayed at the mouse position and some settings where hidden.
  • Battle AIs
    Fixed an issue where disabled nodes where still used.
  • Battle AIs
    Fixed an issue where ‘Force Found Targets’ didn’t consider out of range targets.
  • Grid Battles
    Fixed an issue where grid battles could be halted due to no targets being in range of an action.
  • Save Games
    Fixed an issue where the used text codes where saved as a save game’s file info instead of the values they represent. This could lead to save game files displaying wrong information when viewed in a different game run.