March
16
2018

New grid formation feature, combatant trigger feature, updates to the battle AI, battle systems, HUDs 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!

This version is available for both Unity 5.6 and Unity 2017.1.

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New

  • Combatant Triggers
    ‘Combatant Trigger’ component available. Combatant triggers detect combatants that walk into them and keep track of the time they’re within the trigger. Add tags to check for different triggers. Can be used in the battle AI, move AI and the event system. E.g. use triggers on a combatant to react if an enemy is at the back for at least 3 seconds.
  • Grid Formations
    ‘Grid Formations’ feature available (‘Battle System > Grid Formations’) to bring AI controlled combatants into formation in grid battles. Define the formation in a grid mask. Each position can be assigned with a combatant based on status requirements and variable conditions.
  • Game Settings: Unity Wrapper
    ‘Random Number Generation’ settings available. Optionally replace standard Unity random number generation (Random.Range) with custom functions.
  • Status Requirements
    ‘Check Equipment Part’ settings available for ‘Weapon’, ‘Armor’, ‘Weapon Item Type’ and ‘Armor Item Type’ checks. Optionally check a defined equipment part for the equipment/type. Available in all status requirement checks, e.g. ‘Check Status’ nodes.
  • Formulas: Is Player
    ‘Is Player’ node available in ‘Combatant’ nodes. Checks if a combatant is the player combatant or a member of the active player group.
  • Formulas: Check Grid Cell Type
    ‘Check Grid Cell Type’ node available in ‘Position’ nodes. Checks if a combatant is on a defined grid cell type.
  • Formulas: Check Height Differences
    ‘Check Height Differences’ node available in ‘Position’ nodes. Checks if the target is above or below the user.
  • Shop Layouts
    ‘Buy Without Items’ setting available. Handles if the ‘Buy’ button is enabled or disabled when no items are available to be bought. By default disabled (disabling the button without items).
  • Shop Layouts
    ‘Auto Close Buy’ setting available. Optionally close the shop after buying the last item. By default enabled.
  • Shops
    ‘Pause Notifications’ setting available. Optionally pause displaying notifications while the shop is opened.
  • Status Effects
    ‘Save Game’ setting available. Saving an applied status effect with a combatant’s status is now optional. By default enabled (saving the effect).
  • Status Effects
    ‘End Stack On Duration’ setting available for stacked status effects. Optionally end all stacked status effects when one effect’s duration runs out.
  • Status Effects
    ‘Recast On Stack’ setting available for stacked status effects. Optionally reapply all stacked status effects when adding a new status effect to the stack or reapplying an existing stacked status effect.
  • Inventory Settings: Item Collection
    ‘Before Collection’, ‘After Collection (Ok)’ and ‘After Collection (Cancel)’ settings available. Optionally play an animation or audio clip on the player before or after collecting an item. This replaces the previous animation settings (updated to ‘After Collection (Ok)’).
  • Inventory Settings: Item Box
    ‘Before Collection’ and ‘After Collection’ settings available. Optionally play an animation or audio clip on the player before or after interacting with an item box. This replaces the previous animation settings (updated to ‘Before Collection’).
  • Weapons, Armors: Random Bonuses
    ‘Add Count’ setting available for ‘Random’ and ‘First’ add bonus ranges. Defines the number of bonuses that will be added/checked.
  • GUI Boxes: Choice Settings
    ‘No Click Accept’ setting available. Optionally disable accepting choices by clicking on them, i.e. only allow accepting via the ‘Accept’ input key.
  • GUI Boxes: Choice Settings
    ‘Highlight Unfocused’ setting available. Showing the selected choice skin is now optional for unfocused GUI boxes (only for legacy GUI).
  • Menu Screens
    ‘Pause Notifications’ setting available. Optionally pause displaying notifications while the menu screen is opened.
  • Menu Screens: Research
    ‘Enable Tooltip’ setting available in ‘Research Item Box Settings’. Optionally show tooltips when hovering the cursor over a research item choice.
  • HUDs: Tooltip
    ‘Research Item’ setting available. Optionally show the ‘Tooltip’ HUD when hovering the cursor over a research item.
  • HUDs: Tooltip
    New text codes available for research item information in ‘Tooltip’ HUD elements. Also, displaying value bars supports showing the progress (‘Level Points’) and research count (‘Durability’) of a research item.
  • HUDs: Combatant, Turn Order, Latest Turn
    ‘Check Value’ settings available in ‘Status Value’ HUD elements. Optionally only display a status value if its value matches a defined check (e.g. > 100).
  • HUDs: Combatant, Turn Order, Latest Turn
    ‘Keep List Position’ setting available in ‘Status Value’ HUD elements. Optionally keep the list positions of not displayed status values, keeping an empty space between listed values.
  • Turn Based, Active Time, Phase Battles
    ‘Cancel Closes’ setting available when not using ‘Auto Call Menu’. Optionally allow closing the called battle menu with the cancel key. By default disabled.
  • Turn Based, Phase Battles
    ‘Group Leaders First’ setting available. Optionally prioritize group leaders in turn orders. Not available for ‘Multi Turns’ turn based battles.
  • Phase Battles
    ‘Auto Use Turns’ setting available. Automatically progress turns of unused combatants (e.g. not selected by the player). This will use the turn events and grid cell events of the combatant and progress any status effects using turn duration/changes. If disabled, a combatant’s turn doesn’t progress. By default enabled.
  • Battle Range Templates
    ‘Check Height Differences’ settings available in ‘Battle Range’ and ‘Grid Shape’ settings. Optionally check if the target is above or below the user, including a minimum and optional maximum height difference check. Also available in all custom ranges and grid shapes. E.g. have an ability only allow targets that are below the user.
  • Battle AI: Settings
    ‘Clear Found Targets’ setting available in the ‘Battle AI Settings’ node. Optionally clear the found targets at the start of the battle AI to remove all targets found by previous battle AIs that executed before.
  • Battle AI
    ‘Don’t Add Targets’ setting available in most check nodes. Optionally only perform a check without adding new combatants to the found targets.
  • Battle AI: Grid Move
    ‘Grid Formation’ move type available. Moves to the user’s assigned grid formation cell. Only used when the user is part of a formation and not yet in position.
  • Battle AI: Grid Move
    ‘Grid Cell Type’ move type available. Moves to a cell of a defined grid cell type.
  • Battle AI: Check Grid Cell Type
    ‘Check Grid Cell Type’ node available in ‘Position’ nodes. Checks if a combatant is on a defined grid cell type.
  • Battle AI: Use Grid Formation
    ‘Use Grid Formation’ node available in ‘Grid Formation’ nodes. Initiates a defined grid formation for the user’s group or the found targets.
  • Battle AI: Break Grid Formation
    ‘Break Grid Formation’ node available in ‘Grid Formation’ nodes. Ends the current or only a defined grid formation of the user’s group.
  • Battle AI: Update Grid Formation
    ‘Update Grid Formation’ node available in ‘Grid Formation’ nodes. Updates the user group’s grid formation (formation positions, filling empty positions).
  • Battle AI: Use Grid Formation Rotations
    ‘Use Grid Formation Rotations’ node available in ‘Grid Formation’ nodes. Uses the rotations on the grid formation positions (e.g. using leader’s rotation). Changes the rotation of combatants that are on their formation position cells.
  • Battle AI: In Grid Formation
    ‘In Grid Formation’ node available in ‘Grid Formation’ nodes. Checks if the user’s group currently is in any or a defined grid formation, or checks if a combatant is part of a formation.
  • Battle AI: Is Grid Formation Leader
    ‘Is Grid Formation Leader’ node available in ‘Grid Formation’ nodes. Checks if a combatant is the leader of a grid formation.
  • Battle AI: In Grid Formation Position
    ‘In Grid Formation Position’ node available in ‘Grid Formation’ nodes. Checks if a combatant is on the assigned grid formation position cell.
  • Battle AI: Grid Formation Possible
    ‘Grid Formation Possible’ node available in ‘Grid Formation’ nodes. Checks if a combatant group’s formation is possible or a defined grid formation is possible at a combatant’s cell.
  • Battle AI: Has Combatant Trigger
    ‘Has Combatant Trigger’ node available in ‘Combatant’ nodes. Checks if a combatant has combatant triggers.
  • Battle AI: In Combatant Trigger
    ‘In Combatant Trigger’ node available in ‘Combatant’ nodes. Checks if a combatant is within one of the user’s combatant triggers (or the user in another combatant’s trigger).
  • Battle AI: Combatant Trigger Time
    ‘Combatant Trigger Time’ node available in ‘Combatant’ nodes. Checks if a combatant is within one of the user’s combatant triggers for a defined amount of time (or the user in another combatant’s trigger).
  • Battle AI: Get Weighted Group
    ‘Get Weighted Group’ node available in ‘Position’ nodes. Uses combatants as targets based on their physical proximity to each other.
  • Battle AI: Store Targets
    ‘Store Targets’ node available in ‘Target’ nodes. Stores the currently found targets list using a ‘target key’. Targets can be stored for the whole group or only the user (individual combatant). Stored targets can be loaded at a later time, e.g. to focus attacks on a group of combatants over multiple turns.
  • Battle AI: Load Targets
    ‘Load Targets’ node available in ‘Target’ nodes. Loads previously stored targets into the found targets list.
  • Battle AI: Has Stored Targets
    ‘Has Stored Targets’ node available in ‘Target’ nodes. Checks if stored targets of a defined ‘target key’ exist, optionally also checking for status requirements (e.g. not being dead). Can also remove combatants from the stored targets that don’t match the requirements.
  • Battle AI: Check Height Differences
    ‘Check Height Differences’ node available in ‘Position’ nodes. Checks if a combatant is above or below the user.
  • Grid Battles: Move Command
    ‘Use Only Once’ setting can now be defind for player, ally and enemy combatants separately.
  • Move AI: Enemy Detection
    ‘Combatant Trigger’ detection type available. Optionally use combatant triggers on the user to detect enemies.
  • Event System: Check Grid Cell Type
    ‘Check Grid Cell Type’ node available in ‘Battle > Grid’ nodes. Checks if a cell matches a defined grid cell type.
  • Event System: Use Grid Formation
    ‘Use Grid Formation’ node available in ‘Battle > Grid Formation’ nodes. Initiates a defined grid formation for a combatant’s group.
  • Event System: Break Grid Formation
    ‘Break Grid Formation’ node available in ‘Battle > Grid Formation’ nodes. Ends the current or only a defined grid formation of a combatant’s group.
  • Event System: Update Grid Formation
    ‘Update Grid Formation’ node available in ‘Battle > Grid Formation’ nodes. Updates a combatant group’s grid formation (formation positions, filling empty positions).
  • Event System: Use Grid Formation Rotations
    ‘Use Grid Formation Rotations’ node available in ‘Battle > Grid Formation’ nodes. Uses the rotations on the grid formation positions (e.g. using leader’s rotation). Changes the rotation of combatants that are on their formation position cells.
  • Event System: In Grid Formation
    ‘In Grid Formation’ node available in ‘Battle > Grid Formation’ nodes. Checks if a combatant’s group currently is in any or a defined grid formation, or checks if the combatant is part of a formation.
  • Event System: Is Grid Formation Leader
    ‘Is Grid Formation Leader’ node available in ‘Battle > Grid Formation’ nodes. Checks if a combatant is the leader of a grid formation.
  • Event System: In Grid Formation Position
    ‘In Grid Formation Position’ node available in ‘Battle > Grid Formation’ nodes. Checks if a combatant is on the assigned grid formation position cell.
  • Event System: Grid Formation Possible
    ‘Grid Formation Possible’ node available in ‘Battle > Grid Formation’ nodes. Checks if a combatant group’s formation is possible or a defined grid formation is possible at a combatant’s cell.
  • Event System: Selected Data Count
    ‘Selected Data Count’ node available in ‘Event > Selected Data’ nodes. Checks the count of data stored in a selected data list.
  • Event System: Has Combatant Trigger
    ‘Has Combatant Trigger’ node available in ‘Combatant > Trigger’ nodes. Checks if a game object has combatant triggers.
  • Event System: In Combatant Trigger
    ‘In Combatant Trigger’ node available in ‘Combatant > Trigger’ nodes. Checks if a combatant is within a combatant triggers.
  • Event System: Combatant Trigger Time
    ‘Combatant Trigger Time’ node available in ‘Combatant > Trigger’ nodes. Checks if a combatant is within a combatant triggers for a defined amount of time.
  • Event System: Select Game Object, Select Equipment, Select Item
    ‘Filter’ settings available. Optionally use only game objects, equipment or items that match defined object/equipment/item variable conditions.
  • Event System: Change Music
    ‘Target Volume’ setting available. Define the volume a music clip should be played at. This doesn’t change the overall music volume or the channel’s volume, only at which volume the music clip itself is played at.
  • Event System: Check Height Differences
    ‘Check Height Differences’ node available in ‘Movement > Movement’ nodes. Checks if a game object is above or below another game object.
  • Music Players
    ‘Target Volume’ setting available. Define the volume a music clip should be played at. This doesn’t change the overall music volume or the channel’s volume, only at which volume the music clip itself is played at.
    Combatant Spawners: ‘Destroy Spawned’ setting available. Optionally destroy all spawned combatants of the spawner when the spawner is destroyed.

Changes

  • Menu Screens: Group, Group Combatant
    The ‘Group Combatant’ menu part is now also updated when changing focus between battle and non-battle group boxes..
  • Event System: Join Battle, Leave Battle
    The ‘Join Battle’ and ‘Leave Battle’ nodes are now also available in game events.
  • Event System: Activate Object, Add Component, Remove Component, Enable Component
    These nodes will now be executed when an event is stopped (e.g. battle event ending due to the user being dead).
  • Event System: Show Dialogue
    The ‘Queued Notification’ type has been changed to the general ‘Notification’ type. You can queue the notification using the new ‘Queue Notification’ setting. Old settings are updated automatically.
  • Battle AI
    Found targets are now shared between battle AI calls of a combatant.
  • Battle AI: Grid Move
    ‘Block Diagonal Distance 1’, ‘In Move Range’, ‘Avoid Enemies’ and ‘Avoid Allies’ settings are now available for all move types.
  • Battle AI
    ‘Clear Found Targets’, ‘Check Target Count’, ‘Use Last Targets’ and ‘Use Attacked By’ nodes have been moved to the ‘Target’ nodes.
  • Grid Battles: Move Command
    If an AI controlled combatant uses a grid move toward a target, the target is available as ‘Target’ actor in the grid move’s battle events.
  • Scene Changers
    The player is only spawned when the target scene is in the list of loaded scenes.
  • Formulas: Random Value
    Changed how the ‘As Int’ setting generates a random integer number. ‘Value 2’ setting is now used exclusive.
  • HUDs
    Drag and drop no longer calls click actions on HUD elements.
  • New UI
    If an ‘Event System’ component is already present, ORK will no longer create its own.
  • Move AI, Damage Dealers, Damage Zones
    Changed initialization of these components to make them compatible with custom pooling solutions.
  • Items, Weapons, Armors
    ‘Buy Price’ and ‘Sell Price’ settings are now float value selections, e.g. allowing formulas for price calculations. The item is available as selected data with the ‘action’ key.
  • Combatants, Abilities
    ‘Buy Price’ setting is now a float value selection, e.g. allowing formulas for price calculations. The combatant/ability is available as selected data with the ‘action’ key.
  • NavMesh Agents
    Addes safeguards to only call NavMesh functionality on agents when they’re on a NavMesh to prevent error messages.
  • Editor
    The editor will now check data consistancy of data array when loading a project, e.g. adding missing languages. This is only done in the editor, not when playing the game. Save the project in the ORK editor to save the updated settings.
  • Shortcut Slots
    Assigning an item or equipment shortcut will now try to keep the same shortcut instance for the assigned shortcut. If the shortcut instance can’t be found in the inventory, it’ll use a matching item/equipment.

Fixes

  • Save Games: Inventory
    Fixed an issue where weapons and armors where not loaded if their ID exceeded the number of items addedin the ORK editor.
  • Save Games: Shops
    Fixed an issue when loading the content of a shop that sells combatants.
  • Menu Settings: Drag and Drop
    Fixed an issue where using a cancel drag key could intercept canceling out of a menu screen.
  • Battle System
    Fixed an issue where using the ‘None’ action in silent mode or without consuming the remaining action points (turn based, phase battles) could lead to the combatant’s turn not ending, potentially stalling the battle.
  • Battle Events
    Fixed an issue where using the ‘All Enemies’ actor didn’t include the player group (when they are an enemy of the user).
  • Research Trees
    Fixed an issue where researching items or status values could lead to errors or double items when using research durations.
  • Editor
    Fixed an issue where name fields lost focus when typing in them. This is a workaround for a bug on Unity’s side since Unity 2017.2.
  • Editor
    Fixed an issue where adding a new language didn’t add it to all language fields, e.g. in the quest settings.
  • Battle Menu: New UI
    Fixed an issue where updating the target list lead to the selected choice button losing the highlighted state.
  • Shops
    Fixed an issue where a paused shop’s quantity selection wasn’t useable.