December
12
2014

New functionality to save custom save data with ORK save games, new base experience factor for combatants, stackable status effects and other new features, changes and fixes.

Head to the download page and grab the latest version!

Learn using the new custom save data functionality in this how-to.

 

 

New

  • GUI System: New UI
    The new UI now also supports text typing.
  • GUI System: New UI
    ‘Layer’ setting available.
    Select the layer the UI canvas will be placed at.
  • Save Games
    Support for saving/loading custom save data with ORK Framework save games.
    Use the function ‘ORK.SaveGame.RegisterCustomData’ to register a class (implementing ‘ISaveData’) that saves/loads your custom data.
  • Event System: Base Steps
    ‘Add Combatant’ step available.
    Adds a combatant to a game object (only if the game object doesn’t already have a combatant).
  • Event System: Base Steps
    ‘Use Mouse Position’ setting available in the ‘Raycast Object’ step.
    Optionally uses the mouse position as target for raycasts when not using input.
  • Event System: Variable Steps
    ‘Use Mouse Position’ setting available in the ‘Raycast to Variable’ step.
    Optionally uses the mouse position as target for raycasts when not using input.
  • Abilities
    ‘Hidden’ setting available.
    Optionally hides the ability in ‘Ability’ and ‘Ability Tree’ menu screen parts and in battle menus.
  • Items
    ‘Hidden’ setting available.
    Optionally hides the item in ‘Inventory’ menu screen parts and in battle menus.
  • Combatants: Battle Settings
    ‘Base Experience Factor’ settings available.
    Defines the base experience factor of a combatant.
    The experience factor influences how much experience a combatant gains from battle.
    E.g. factor 1 gains 100 %, factor 2 gains 200 %.
  • Combatants, Classes, Equipment, Abilities, Status Effects: Bonus Settings
    ‘Experience Factor Bonus’ setting available.
    Defines a bonus that will be added to a combatant’s experience factor.
  • Status Effects
    ‘Stackable’ setting available.
    Optionally allows applying a status effect multiple times, either generally (i.e. a user can apply the same effect multiple times) or once per combatant (i.e. a user can apply the effect only once, but a different user can apply it as well).
  • Status Requirements
    The ‘Status Effect’ check can now optionally check the quantity a status effect is stacked on a combatant.
    This is available throughout the framework (e.g. in the ‘Check Status’ event step).

 

Changes

  • Event System: Base Steps
    The ‘Block Input Key’ and ‘Block Control Map’ steps will now be executed in events that are stopped (e.g. when a combatant died during using an action).
    This makes sure the input keys or control maps wont stay blocked when an event is stopped before unblocking them.
  • Event System: Dialogue Steps
    The ‘Block HUD’ step will now be executed in events that are stopped.
    This makes sure the HUDs wont stay blocked when an event is stopped before unblocking them.
  • Event System: Camera Steps
    The ‘Block Camera Control’ step will now be executed in events that are stopped.
    This makes sure the camera control wont stay blocked when an event is stopped before unblocking it.
  • Event System: Movement Steps
    The ‘Block Player Control’ and ‘Block Move AI’ step will now be executed in events that are stopped.
    This makes sure the player control or move AI wont stay blocked when an event is stopped before unblocking them.

 

Fixes

  • GUI System: New UI
    Using the ‘GUI Editor’ to change a GUI box after playing the project no longer creates instances of UI parts.
  • Battle System
    The correct player group leader will be used when the leader was changed using the player change keys.
  • Move AI
    ‘Auto Stop’ issue fixed, leading to enemies circling around the player.