April
17
2015

New attack/defence attribute immunity notifications, earn non-level up experience on level up (e.g. for ability points), new battle event steps to support summon game mechanics, use move detection for auto starting battles and other new features, changes and fixes.

Head to the download page and grab the latest version!

 

 

New

  • Status Values
    ‘Earn on Level Up’ setting available for ‘Experience’ type status values with ‘None’ experience type.
    Optionally increases the experience points on level up by the difference between current and previous level (like ‘Normal’ type status values).
  • Attack Attributes
    ‘Immunity Notification’ settings available.
    Optionally display a notification when a combatant is immune to damage due to an attribute being 0.
    Checks the target’s attribute value and is displayed at the target’s position.
    Can be overridden by each sub-attribute individually.
  • Defence Attributes
    ‘Immunity Notification’ settings available.
    Optionally display a notification when a combatant is immune to damage due to an attribute being 0.
    Checks the attacker’s attribute value and is displayed at the target’s position.
    Can be overridden by each sub-attribute individually.
  • Combatants: Auto Start Battle Settings
    ‘Start on Move Detection’ settings available.
    Optionally use move detection (sight, movement) with range and angle checks (like ‘Move AI’ enemy detection) to automatically start battles.
  • Combatants, Classes: Default Shortcuts
    ‘Attack’ and ‘Counter Attack’ shortcut types available.
    Uses the combatant’s base attack or counter attack as default shortcut.
  • Move AI: Enemy Detection
    ‘From Child’ setting available for move detections.
    Optionally uses a child object of the combatant for range and angle checks.
    E.g. using this to check from the combatant’s head for a sight radius will also use head turnings from animations.
  • Camera Controls
    ‘Initial Damping’ setting available for the ‘Top Down Border’ camera controls.
    Uses damping (position/height) when first adjusting the camera position to the player.
    By default enabled.
  • Input Keys
    ‘Input Handling’ settings available for ‘Mouse’ and ‘Touch’ input origins.
    Define when to receive the input (e.g. down, hold, …) and timeouts, same settings as in ‘Unity Input Manager’ and ‘Key Code’ input origins.
  • Event System: Status Steps
    ‘Clear Ability Reuse’ step available.
    Removes all ability reuse blocks from a combatant, allowing an ability that’s blocked for a defind amount of turns/time to be used again.
  • Event System: Shortcut Steps
    ‘Attack’ and ‘Counter Attack’ shortcut types available.
    Shortcut steps can now use a combatant’s base attack and counter attack when changing or checking a shortcut slot.
  • Battle Events, Battle Start Events, Battle End Events, Phase Change Events: Battle Steps
    ‘Mark As Temporary’ step available.
    Marks a defined combatant as temporary – temporary combatants can be removed using the ‘Remove Temporary’ step.
    This mechanic can be used e.g. for summon game mechanics.
  • Battle Events, Battle Start Events, Battle End Events, Phase Change Events: Battle Steps
    ‘Remove Temporaray’ step available.
    Removes temporary combatants from the battle and their groups.
    This mechanic can be used e.g. for summon game mechanics.
  • Battle Events: Battle Steps
    ‘Mark As Temporary’ setting available in ‘Join Battle’ steps.
    Optionally marks the new combatant as temporary – temporary combatants can be removed using the ‘Remove Temporary’ step.
    This mechanic can be used e.g. for summon game mechanics.
  • Battle Events: Battle Steps
    ‘New Group’ setting available in ‘Join Battle’ steps.
    Optionally creates a new group for the combatant instead of joining an existing group.
  • Battle Events: Battle Steps
    ‘Remove From Group’ setting avaialble in ‘Leave Battle’ steps.
    Optionally removes the combatant leaving battle from the group it belongs to.
  • HUDs: Combatant
    ‘Remove On Drop’ settings available in ‘Shortcut’ HUD elements.
    Optionally removes an assigned shortcut when dropped into the game world (i.e. not on a combatant to be used).

 

Changes

  • Auto Status Effects
    Adding status effects using ‘Auto Effect’ settings (e.g. combatants, classes) is no longer limited to first spawn and battle start.

 

Fixes

  • Status Values
    Status recalculation order could cause combined status values to have the wrong value when influenced by status effects.
  • Combatant Spawners
    Remembered combatants now use the waypoints set up in the combatant spawner’s settings.
  • Combatant Spawners
    Respawning could, in some cases, respawn all missing combatants at once instead of waiting the individual times.
  • Input Keys
    ‘Touch’ input origins didn’t work properly as buttons.
  • Input Keys
    Hold timeouts could in some cases not work when using ‘Up’ input handling.
  • Abilities
    Using ‘Turn’ ability reuse with multiple abilities could lead to blocks not being removed after the battle.
  • Menu Screens
    ‘Equipment’ menu parts displayed the name of an equipment instead of the equipment part when using ‘%n’ in the equipment box title.