July
10
2015
New target orientation requirements, optionally learn equipment abilities, new durability notifications, start game events on level up and other new features, changes and fixes.
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New
- Abilities, Items: Target Settings
‘Orientation Requirements’ settings available.
Optionally check the orientation from user to target and target to user.
Can be used to e.g. only make an ability useable when facing the back of a target. - Weapons, Armors: Equipment Abilities
‘Learn Ability’ settings available.
An equipment ability can optionally be learned by the wearer.
Either automatically when receiving experience points, spending experience points on it or by using it. - Console Settings, Weapons, Armors
‘Increase Durability’ and ‘Decrease Durability’ console text settings available.
Add a text to the console if an equipment’s durability increased or decreased.
Weapons/armors can optionally override the default durability change console texts. - Inventory Settings, Weapons, Armors
‘Durability Notification’ settings available.
Show notifications when the durability increased, decreased or an equipment is outworn.
Weapons and armors can optionally override the default notifications. - Weapons, Armors
‘Override Prefabs’ settings available in equipment levels.
Optionally override the prefab and viewer prefab/material of an equipment in the individual equipment levels. - Battle Settings, Classes, Combatants: Level Up
‘Start Game Event’ settings available in the level up bonus settings.
Optionally start a game event when a combatant’s base or class level increases.
Can be limited to members of the player group. - Move AI: Hunting
‘Stop Range’ settings available.
Optionally stops hunting the target when being within a defined range. - Event System: Status Steps
‘Set In’ setting available in ‘Change Status Value’ steps.
Optionally change the status value in percent instead of the defined value. - Event System: Active Group Steps
‘Switch Player’ step available.
Changes the player to the next or previous member of the active player group. - Add Combatant Components
‘Move AI Settings’ available. Optionally block or override the move AI of the added combatant. - Game Controls: Group Member Keys
‘Not Dead’ setting available.
Optionally only use alive members when switching the player using the member change keys. - HUDs: Combatant
‘No Outer Assign’ setting available in ‘Shortcut’ HUD elements.
Optionally block assigning shortcuts through drag and drop from outside sources (e.g. menu screens or other HUDs).
Changes
- Status Development
Using ‘Formula’ development type will now use the defined formula when initializing a combatant the needed amount of times.
The ‘Initial Value’ of the development will be used for the minimum level. - Event System: Movement Steps
‘Change Nav Mesh Target’ now calls ‘Resume’ after setting the destination.
This is needed in case the NavMesh agent was stopped. - Event System: Base Steps
‘Time (s)’ field has been replaced by advanced float value field in ‘Wait’, ‘Wait For Input’, Wait For Input Fork’ and ‘Raycast Object’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Spawn Steps
‘Time (s)’ field has been replaced by advanced float value field in ‘Destroy Prefab’ and ‘Destroy Object’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Function Steps
‘Emit After (s)’ field has been replaced by advanced float value field in ‘Emit Particles’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Camera Steps
‘Time (s)’ field has been replaced by advanced float value field in ‘Change Camera Position’, ‘Initial Camera Position’, ‘Shake Camera’ and ‘Rotate Camera Around’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Movement Steps
‘Time (s)’ field has been replaced by advanced float value field in ‘Change Position’, ‘Move Into Direction’ and ‘Change Scale’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Rotation Steps
‘Time (s)’ field has been replaced by advanced float value field in ‘Change Rotation’ and ‘Rotate To’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Variable Steps
‘Time (s)’ field has been replaced by advanced float value field in ‘Raycast To Variable’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Dialogue Steps
‘Close After (s)’ field has been replaced by advanced float value field in ‘Show Dialogue’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Image Steps
‘Time (s)’ field has been replaced by advanced float value field in ‘Change Image Position’ steps.
You can now use formulas, variables and other sources as float values. - Event System: Rigidbody Steps
‘Time (s)’ field has been replaced by advanced float value field in ‘Add Force Rigidbody’, ‘Add Torque Rigidbody’ and ‘Position Force Rigidbody’ steps.
You can now use formulas, variables and other sources as float values. - Weapons: Level Up
Counter attacks now also count as uses for ‘Uses’ type level up.
Fixes
- Update UI Text/Slider Components
Fixed an issue where the object update time couldn’t be changed. - Player Controls: Mouse
The NavMesh agent (when using ‘NavMesh Agent’ move type) is now stopped when the player control is disabled. - New UI: Portraits
Displaying a portrait behind a GUI box now works correctly. - Event System: Image Steps
Images now scale and position correctly when using the new UI. - Event System: Battle Steps
‘Use Battle Action’ step could throw errors when a combatant didn’t know the ability or owns the item. - Game Variables
Fixed an issue where Vector3 variables haven’t been saved correctly.