May
11
2018

Support for Unity 2018, updates to battle AI grid movement 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!

This version is available for Unity 5.6Unity 2017 and Unity 2018.

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New

  • Unity 2018.1
    ORK Framework now supports Unity 2018.1.
  • Game Controls: Move To Interaction
    ‘Interaction Distance’ setting available. Defines the distance the player must at least have to the destination position to start the interaction after moving toward it. Defaults to 0.1 world units.
  • Status Effects, Battle Texts
    ‘Miss Status Effect Notification’ settings available. Optionally show a text notification when failing to apply a status effect (e.g. due to hit chance or immunity).
  • Status Effects, Console Settings
    ‘Miss Effect Text’ settings available. Optionally show a console text when failing to apply a status effect (e.g. due to hit chance or immunity).
  • Inventory Settings: Item Drop Settings
    ‘Use Drop Rotation’ setting available. Optionally use the rotation of the combatant (or game object) that drops the item.
  • Inventory Settings: Item Drop Settings
    ‘Save Updated Position’ setting available. Optionally save the latest position/rotation of the item drop instead of the drop position/rotation.
  • AI Rulesets: Target
    ‘Is Use Requirement’ setting available in ‘Target’ rule types when using target requirements. Optionally use the target requirements as use requirements for ‘Action’ and ‘Battle AI’ rules in the same ruleset, i.e. actions will only be used if the ‘Target’ rule finds valid targets.
  • Battle AI: Reassign Formation Position
    ‘Reassign Formation Position’ node available in ‘Grid Formation’ nodes. Reassigns a combatant’s formation position to a new combatant and assigns the combatant to a new position afterwards.
  • Battle AI: Grid Rotate To Target
    ‘Block Diagonal Rotation’ setting available. Optionally block rotating to a diagonal cell when using square grids and ‘Diagonal Distance 1’.
  • Battle AI: Grid Move
    ‘Same Cell Type’ setting available for ‘Consider Formation’ settings. Optionally check if all formation position cells have the same cell type.
  • Battle AI: Grid Move
    ‘Direct Move Only’ setting available. Only moves if the target cell can be reached directly. By default disabled.
  • Battle AI: Grid Move
    ‘Mark Target Cell’ setting available. Mark the target cell to prevent other AI controlled combatants from moving on it. By default disabled.
  • Battle AI: Grid Move
    ‘Distance To Enemy’ settings available. Optionally block target cells that are within a defined distance to enemy combatants from being used.
  • Battle Range Templates: Grid Shape
    ‘Minimum Distance’ setting available for ‘Range’ shape types. Defines the minimum distance around the origin cell that will be used. Also available in all custom grid shapes.
  • Grid Battles
    Performance improvements for grid shapes, e.g. when getting the use range cells.
  • Grid Settings: Orientation Selection
    ‘Block Diagonal Rotation’ setting available. Optionally block rotating to a diagonal cell when using square grids and ‘Diagonal Distance 1’.
  • Grid Highlights
    ‘Hide Unused Prefabs’ setting available. Optionally hide prefabs instead of disabling them (e.g. when replacing the cell prefab or stopping a grid highlight that uses prefabs). Hiding will disable all renderers and projectors on the spawned prefab and its child objects. This can lead to performance improvements for grid highlights using prefabs. By default enabled.
  • Grid Highlights
    ‘Combatant Cells’ settings available. Optionally highlight the cells of player group members, allies and enemies permanently. The cell highlights will be overruled by all other highlights (e.g. combatant selection).
  • Grid Cell Types
    ‘Cell Type Costs’ settings available. Optionally define different move/action costs for movement when coming from defined grid cell types, or block movement completely. Can be used to e.g. increase move costs when moving to higher cells (based on cell types).
  • Menu Screens: Sub-Menus
    ‘Use Key’ settings available in ‘Assign Shortcut’ sub-menu items. Optionally use an input key to assign a defined shortcut slot.
  • Event System: Grid Rotate To Target
    ‘Block Diagonal Rotation’ setting available. Optionally block rotating to a diagonal cell when using square grids and ‘Diagonal Distance 1’.
  • Event System: Grid Direction Rotation
    ‘Block Diagonal Rotation’ setting available. Optionally block rotating to a diagonal cell when using square grids and ‘Diagonal Distance 1’.

Changes

  • Battle End
    ‘Split Experience Rewards’ will now result in at least 1 experience point if the split result is 0 (coming from a non 0 value).
  • Menu Screens: Group
    The ‘Content Layout’ settings can now also show level and class level information of the combatants.
  • Status Effects
    Hidden status effects no longer show notifications or console texts.
  • Music Players
    ‘Play’, ‘Fade In’ and ‘Fade To’ using the already playing music clip will now change the playing clip’s target volume instead of doing nothing.
  • Battle AI: Grid Move
    The ‘Grid Cell Type’ move type now defines the used distance in minimum and maximum distance.
  • Battle AI: Grid Move
    The ‘Distance’ range type of ‘Avoid Enemies’, ‘Avoid Allies’ and ‘Target Cells’ now defines the used distance in minimum and maximum distance.
  • Battle AI: Grid Move
    Combatants will now mark their target cell to make it unavailable for other AI controlled combatants for movement.
  • Event System: Mecanim Animation
    ‘Use Play’ has been replaced with ‘Play Mode’ selection, adding support for cross fading animations.
  • Phase Battles
    ‘Auto Use Turns’ setting has been replaced by the new ‘Auto Start Turn’ selection. Turns can now also automatically start at the start of a phase.

Fixes

  • Abilities, Items: Status Value Changes
    Fixed an issue where changing in percent could use the wrong status value for percent calculations.
  • Battle Events: No Time Consume
    Not consuming the time/action points of an action will now correctly reduce the used action bar to allow new actions.
  • Battle Events: Calculate
    The optional ‘Next’ slots could be triggered if calculation didn’t have any target calculations, e.g. resulting in the ‘Critical’ slot being used although no critical hit occured.
  • GUI
    Using ‘Use Pointer Over’ (new UI) or forcing cursor over is now also used by mouse/touch input.
  • Grid Formations
    Fixed an issue where dead combatants where reassigned to their formation positions after freeing them on death.
  • Grid Formations
    Fixed an issue where ‘From Positions’ also used combatants from formation positions with the same priority.
  • Grid Formations
    Fixed an issue where status effect changes could cause an error when killing the last member of a formation.
  • Combatant Spawners
    Fixed an issue where respawning could lead to spawning multiple combatant groups when more than 1 combatant died at the same time.
  • Item Drops
    Fixed an issue where loading a save game could lead to dropping item drops twice.
  • Battle AI: Check Grid Distance
    ‘Check Formation’ will now work for all checks.
  • Combatant Groups: Group Battle Gains
    Fixed an issue where money wasn’t added to the loot.
  • Battle AI: Grid Move
    Fixed an issue where ‘Consider Formation’ didn’t use the correct rotation when checking the formation positions.
  • HUDs: Quest
    Fixed an error that prevented the quest HUD from being displayed.
  • Battles
    Fixed an issue where groups didn’t select a new battle leader after the current leader left the battle and was destroyed.