August
04
2017

New prefab view portraitsvisually mark new content in menus (e.g. newly collected items), updates to control maps, the battle AI and many 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!

You can learn more about the new prefab view portrait feature in this how-to.

New

  • Portraits
    ‘Portrait Type’ setting available in portraits for areas, AI behaviours/rulesets, research trees, crafting recipes, weapons, armors, currency, items, abilities, quests, logs and log texts. Optionally add multiple portraits for different portrait types.
  • Portraits
    ‘Use Prefab View’ settings available in portraits for everything with a prefab (e.g. combatants, items, equipment). Displays the prefab as a portrait using render textures and a spawned camera prefab. General prefab view settings are defined in ‘Menus > Menu Settings’.
  • Battle Menus, Menu Screens, Notifications
    ‘Portrait Type’ settings available for data that now supports portrait types (e.g. abilities, items). Select the portrait type that will be shown when (optionally) showing portraits in a menu or notification.
  • Inventory Settings
    ‘Mark New Content’ settings available. New content (e.g. items added to the inventory, new bestiary entries or newly learned abilities) can be marked as new. Menu screens can optionally use different content layouts to display new content differently.
  • Input Keys
    ‘UI Blocks Input’ setting available. Optionally block input for an input key while the cursor is over a GUI box.
  • Camera Controls: Top Down Border
    ‘Block On Target Change’ settings available in ‘Rotation’, ‘Panning’ and ‘Zooming’ settings. Optionally block changing the rotation, panning or zooming during camera target change transitions.
  • Camera Controls: Mouse
    ‘Block On Target Change’ settings available in ‘Rotation’ and ‘Zooming’ settings. Optionally block changing the rotation or zooming during camera target change transitions.
  • Control Maps: Action
    ‘Block Battle Camera’ setting available. Optionally block battle camera changes for the used action.
  • Control Maps: Action
    ‘Only Cursor Over Target’ setting available. Optionally only allow using a control map key when the cursor is over a valid target for the used action.
  • Control Maps: Action
    ‘Use Cursor Over Target’ setting available. Automatically use the action on the combatant the cursor is currently over. If the cursor isn’t over a valid target, the auto target or target selection will be used.
  • Status Effects: End Action
    ‘Block Battle Camera’ setting available. Optionally block battle camera changes for the used action.
  • Ability Trees, Research Trees, Status Developments: Learn Requirements
    ‘Variable Condition’ settings available. Optionally use variable conditions (both global variables and object variables of the user) as requirements for learning/upgrading.
  • Ability Trees, Status Developments
    ‘Finish Variable Changes’ settings available. Optionally change variables (both global variables and object variables of the user) when learning/upgrading.
  • Combatants: Notifications
    New settings to block individual notifications (flying texts) for a combatant. E.g. block status value notifications (damage/refresh).
  • AI Rulesets: Action
    ‘Block Battle Camera’ setting available. Optionally block battle camera changes for the used action.
  • Battle AI: Compare Status Value
    ‘Use Failed Next’ setting available in ‘Compare Status Value’ nodes. Optionally use a different next node when the check fails. Also uses the combatants who failed the check as found targets.
  • Battle AI: Compare Status Value
    ‘Check In’ setting available in ‘Compare Status Value’ nodes. Optionally compare the values in percent instead of actual values.
  • Battle AI: Use Last Targets
    ‘Target Origin’ setting available. Optionally use the last targets of other combatants (e.g. the user’s group leader).
  • Battle AI: Use Attacked By
    ‘Use Attacked By’ node available in ‘Base’ nodes. Adds the combatants that attached the user (or other combatants) to the found targets list.
  • Battle AI: Action Nodes
    ‘Block Battle Camera’ setting available. Optionally block battle camera changes for the used action.
  • Battle AI
    ‘Check Keep’ selection available in all ‘Found Targets’ settings. Checks the found targets, but also keeps those that didn’t match the requirement of the node (e.g. ‘Check Status’ nodes).
  • Battle Ranges: Range Settings
    ‘Only AI Controlled’ setting available in all battle range settings. Optionally only use the minimum/maximum range for AI controlled combatants, i.e. the player isn’t bound to ranges. By default disabled.
  • Menu Settings: Prefab View Settings
    ‘Prefab View Settings’ available. Defines how prefab view portraits are handled. Prefab view portraits require a prefab for the camera and a render texture.
  • Menu Settings: Cursor Settings
    ‘Attack Range Cursors’ settings available. Optionally use an ‘In Range’ and ‘Out Of Range’ cursor during a combatant’s turn to show if targets are within range of the combatant’s base attack.
  • Menu Settings: Tooltip Settings
    ‘No Counter Tooltips’ setting available when displaying action tooltips. Optionally block tooltips from being displayed for counter attacks.
  • Menu Screens: Ability, Ability Tree, AI Behaviour, AI Ruleset, Bestiary (Area), Bestiary (Type), Crafting, Equipment, Inventory, Log, Quest, Research
    ‘Mark New’ settings available. Optionally use a different content layout for displaying content marked as new (e.g. ability types with new abilities, new abilities, etc.).
  • Menu Screens: Ability, AI Behaviour, AI Ruleset, Bestiary (Area), Bestiary (Type), Crafting, Inventory, Log, Quest, Research
    ‘Merge Sub-Types’ setting available. Optionally merge sub-types together, i.e. instead of selecting a sub-type, all data from the selected type will be displayed.
  • HUDs: Console
    ‘Always Auto Scroll Down’ setting available. Optionally always scroll down to new console entries, regardless of the current scroll position.
  • Shortcut Assignments
    ‘User Attack Ability’ and ‘Use Counter Ability’ settings available. Using the actual ability of base/counter attacks is now optional, you can instead link to a general base/counter attack that will update automatically when the attack changes. By default enabled (using the ability).
  • Editor Settings
    ‘Text Area Color’ setting available. Defines the text color of text areas.
  • Event System: Vector3 Values
    ‘Game Object Position’, ‘Game Object Rotation’ and ‘Game Object Scale’ selections available in Vector3 value fields. Uses the global/local position, rotation or scale of a game object as value.
  • Event System: Use Battle Action
    ‘Block Battle Camera’ setting available. Optionally block battle camera changes for the used action.
  • Battle Events: Set Grid Cell Combatant
    ‘Remove’ selection available. Removes the combatant from the defined cell.

Changes

  • Game Settings
    The ‘Quest Settings’ have been moved to a new sub-section in ‘Game > Quest Settings’. Your previous data will be updated automatically.
  • Tooltips
    Forced tooltips (e.g. from control maps showing tooltips or action tooltips) will no longer be reset when the regular tooltip form cursor over changes.
  • Control Maps: Action
    Group/individual targets are now only used when in use range of the ability or item.
  • Combatant: Object Variables
    Variables are now also available when not using object variables and initialized without a spawned game object.

Fixes

  • Status Previews
    Fixed an issue when previewing an ability without user and target changes.
  • Event System
    Fixed an issue where disabled nodes could stop running events instead of being skipped.
  • HUDs: GUI Editor
    Fixed an issue where typing text codes in the HUD GUI editor could result in errors.
  • Item Collectors
    Fixed an issue where item collectors/boxes could add inventory space when the item wasn’t collected.