October
22
2024

ORK 3.19.0 is here with 151 new features, changes and fixes!

This huge update brings a lot new UI features, e.g. advanced prices and cost displays, new shop features (e.g. shopping carts), new ability/equipment level upgrade features, new equip ability features, new status effect features, ability availability settings, multi-combatant grid cell occupation, grid move waypoint system, sorting inputs and input filters for UI boxes, new menu screen parts and many other new features, changes and fixes. You can find more details on some of the highlight features below.

The also included Makinom 2.17.0 brings 37 additional new features, changes and fixes.

Download the latest version of ORK Framework here.

If you’re enjoying the updates, tutorials and support I provide, please consider leaving a review in the Unity Asset Store and supporting me on patron.com – every little bit helps!

Ability/Equipment Level Upgrades

Optionally define upgrade costs for a level of an ability or equipment. Upgrade costs support status values, items, equipment, currencies, etc.

This feature is independent from the regular Level Up settings of abilities and items. Additionally, there are new menu screen parts (Ability Upgrade and Equipment Upgrade) to manage upgrades.

Equipment abilities can also use upgrades to teach them to a combatant.

Advanced Prices

Everything that can be bought or sold can now optionally use advanced price settings. This allows to define different kinds of costs, e.g. status values, currencies, items, equipment, etc.

Shopping Carts

Shop layouts can now use shopping carts instead of directly buying or selling. Accepting an item and quantity will add it to the cart, purchasing everything in the cart when accepting it.

Buying and selling have their own setup, e.g. only using a shopping cart for buying.

Sorting Inputs

The new sorting inputs can be used to change the sorting using the currently displayed menu’s available sorting options. This is currently only used in menu screens and shops.

You can add buttons/toggles to invert sorting, add a button to cycle through the options or use a dropdown input to select a sorting option.

Grid Move Waypoints

Optionally allow setting waypoints during the grid move selection. This can be used to let the player move on more complex paths.

Text-based Tooltips

A new feature coming from Makinom 2.17: Automatically show tooltips when hovering over words in texts (TextMeshh Pro).

The tooltip information is automatically available when adding names, short names or icons using global text codes, or using the new tooltip text code (available via the text area buttons for More > Data content).

Please note that this is only available for content directly referenced by the project, which covers most of the content, but not all. E.g. combatants, items, abilities or equipment support this.

You need to add the new UI Tooltip (TextMesh Pro) component to TextMesh Pro UI text components to get this working.

New

  • Prices: Advanced Prices: ‘Use Advanced Prices’ settings available in all price settings. Optionally use advanced prices, allowing to define multiple price costs (status values, items, currencies, etc.). Additionally, allowing to buy or sell can depend on defined conditions (e.g. variable or status conditions).
  • Abilities, Equipment: Levels: ‘Upgrade Settings’ available. Optionally allow upgrading to a level using status value and item costs. This system is used independent of the ‘Level Up Type’, i.e. upgrades can be used without reaching the level points needed for a level. Upgrades can be used using menu screens and schematics.
  • Abilities, Equipment: Status Bonuses: ‘Keep Bonus’ setting available. Optionally keep the status bonuses of a level in higher levels. E.g. use level 1 bonuses in level 2, 3, etc.
  • Equipment: Equipment Abilities: Learn Ability: ‘Upgrade Settings’ available. Optionally allow learning the equipment ability using status value and item costs. Upgrades can be used using menu screens and schematics.
  • Abilities, Items: User Settings: Calculation Schematics: ‘Calculation Schematics’ available for users of abilities/items. Use a schematic for the user before and after calculating the outcome. The user will be used as ‘Machine Object’, the target(s) as ‘Starting Object’. These schematics share the local variables and selected data with the battle animation schematics.
  • Abilities, Items: Target Settings: Calculation Schematics: ‘Calculation Schematics’ available for targets of abilities/items. Use a schematic for each individual target before and after calculating the outcome. The individual target will be used as ‘Machine Object’, the user as ‘Starting Object’. These schematics share the local variables and selected data with the battle animation schematics.
  • Item Types: ‘Inventory Schematics’ settings available. Optionally override the inventory schematics for content of the item type.
  • Status Bonuses: Status Effect Replacements: ‘Status Effect Replacements’ settings available. Automatically replace a status effect when it’s applied to a combatant with a different status effect. Please note that this only happens when applying a status effect and doesn’t affect already applied status effects of a combatant. E.g. an ability applies a ‘Poison’ effect to the target, the target’s status bonuses turns it into a ‘Regeneration’ effect, i.e. the target will receive ‘Regeneration’ instead of ‘Poison’.
  • Status Conditions: Ability, Ability Type: ‘Ignore Availability’ setting available. Optionally ignore ability availability settings and use all abilities added to the combatant.
  • Status Conditions: Group Size: ‘Include Hidden’ setting available. Optionally exclude hidden combatants from the group size check.
  • Status Effects: Stack Settings: ‘Single Instance’ stack type available. The effect is stackable, but only uses a single instance (i.e. status changes are only used once for the stack).
  • Status Effects: End Settings: ‘Death’ end after type available. The duration decreases when the target died (but before adding a death action). Different to the ‘End On Death’ setting, this allows using duration with death, e.g. keeping the effect for multiple deaths.
  • Status Effects: Status Changes: Use On Settings: ‘Death’ use on type available. Uses the status change when the target died (but before adding a death action). E.g. can be used to stop death by using a schematic that increases health (‘Change Status Value’ node) and revives (‘Revive’ node).
  • Status Effects: Status Changes: Block Status Effect: ‘Block Status Effect’ change type available. Blocks changes of a defined status effect, either blocking adding, removing or both. Different to auto status effects (status bonuses), this doesn’t affect already added status effects.
  • Status Effects: Status Changes: Block Status Effect Type: ‘Block Status Effect Type’ change type available. Blocks changes of a defined status effect type, either blocking adding, removing or both. Different to auto status effects (status bonuses), this doesn’t affect already added status effects.
  • Status Effects: Auto Replacement: ‘Auto Replacement’ settings available. Similar to auto apply/remove, this automatically replace a status effect when it’s applied to a combatant with a different status effect when defined status conditions are valid. Please note that this only happens when applying a status effect and doesn’t affect already applied status effects of a combatant. Different than ‘Status Effect Replacmenets’ of status bonuses, this auto replacement is always active for all combatants matching the conditions (like auto apply/remove).
  • Combatants: Attacks & Abilities: Ability Availability: ‘Ability Availability settings available in ‘Combatants > General Settings’ and individual combatant’s settings. Optionally limit the abilities available to the combatant. This doesn’t affect the abilities the combatant has or can learn, only if they’re listed in menus, available for use (active abilities) or contribute to the combatant’s status (passive abilities). E.g. only have abilities assigned to the combatant’s shortcut slots available. This works for active and passive abilities (base/counter attacks are not affected).
  • Combatants: Prefab Settings: ‘Use Short Name’ setting available when using ‘Set Object Name’. Optionally use the combatant’s short name when setting the spawned game object’s name.
  • Combatants: Schematics: Battle Start Schematics: ‘Battle Start Schematics’ settings available in ‘Combatants > General Settings’ and individual combatant’s settings. Optionally execute a schematic when a combatant’s battle starts, either at the start of a battle or when joining a running battle.
  • Combatants: Schematics: Battle End Schematics: ‘Battle End Schematics’ settings available in ‘Combatants > General Settings’ and individual combatant’s settings. Optionally execute a schematic when a combatant’s battle ends, either at the end of a battle or when leaving a running battle.
  • Combatants: Schematics: Status Reset Schematics: ‘Status Reset Schematics’ settings available in ‘Combatants > General Settings’ and individual combatant’s settings. Optionally execute a schematic when a combatant’s status is recalculated. Recalculation happens when e.g. equipment or status effects change or ‘Normal’ type status values change.
  • General Conditions: Area: ‘Area’ general condition type available. Checks the current area.
  • General Conditions: Area Type: ‘Area Type’ general condition type available. Checks the current area type.
  • Game Settings: Player/Group Settings: ‘Count Excludes Hidden’ setting available. Optionally exclude hidden combatants from being counted for the total group size. E.g. this impacts the (optional) group size limit, group size conditions or experience splitting by group size.
  • Shops: Override Price: ‘Use Advanced Price’ setting available when overriding prices for items. Optionally use an advanced buy price, allowing to define multiple price costs (status values, items, currencies, etc.).
  • Shops: Sell To Shop: ‘Sell Equipped Equipment’ settings available. Optionally allow selling equipment currently equipped by the shop’s user or group to the shop. When sold, the equipment will be unequipped. Equipment that can’t be unequipped can’t be sold.
  • Shop Layouts: Buy Shopping Cart, Sell Shopping Cart: ‘Buy Shopping Cart’ and ‘Sell Shopping Cart’ settings available. Optionally use a shopping cart instead of buying/selling items immediately. After accepting an item (including quantity selections and confirmation dialogues), the item is added to a shopping cart and only purchased or sold after confirming all items in the cart. The shopping cart can display the combined costs of all items in the cart (text codes and HUDs via ‘HUD Cost List’ content).
  • Shop Layouts: Buy Quantity Details, Sell Quantity Details: ‘Buy Quantity Details’ and ‘Sell Quantity Details’ settings available. Optionally use a quantity selection to display details of a selected item when buying from the shop/selling to the shop. The quantity selection will be opened when selecting (not accepting) an item. Accepting the item will focus on the quantity selection, allowing to select the quantity and buy/sell the item.
  • Shop Layouts: Buy/Sell Box: ‘Keep Open’ and ‘Show On Selection’ settings available. Optionally keep the buy/sell box open when showing type/list boxes. Additionally, the type/list boxes can be displayed when selecting buy or sell buttons, instead of accepting them (i.e. similar to ‘Multi’ display mode in menu screens).
  • Shop Layouts, Menu Screens: Quantity Questions: ‘HUD Type’ settings available for ‘Message Content’ settings. Optionally use a HUD template or shortcut UI for the quantity question dialogue’s content.
  • Menu Screens: Ability Upgrade: ‘Ability Upgrade’ menu part available. Displays upgradeable abilities (i.e. using upgrade settings for level ups or equipment abilities that can be learned via upgrades).
  • Menu Screens: Equipment Upgrade: ‘Equipment Upgrade’ menu part available. Displays upgradeable equipment (i.e. using upgrade settings for level ups).
  • Menu Screens: Comparison: ‘Comparison’ menu part available. Displays a comparison between current and selected content, mainly for slots and content that will be assigned/equipped to them. E.g. the currently equipped equipment (or empty equipment slot) and selected equipment of an ‘Equipment’ menu part.
  • Menu Screens: Ability, Single Slot, Multi Slot, Multi Content: ‘Ignore Availability’ setting available in when displaying abilities. Optionally ignore ability availability settings and use all abilities added to the combatant.
  • Menu Screens: Inventory: Item Box: ‘Add Unadded’ setting available. Optionally add content (items, equipment, etc.) that isn’t in the inventory with a quantity of 0 to the list. I.e. the inventory menu will list all possible items, equipment, etc. for the current item type, listing unowned items with a quantity of 0.
  • Menu Screens: Equipment, Equipment (Single Slot): ‘HUD Type’ settings available for ‘Message Content’ settings. Optionally use a HUD template or shortcut UI for the equipment box’s content. The selected equipment slot is used as HUD content.
  • Menu Screens: Equipment, Equipment (Single Slot): ‘Add Equipped Group’ setting available when using ‘Add Equipped’. Optionally add the equipment currently equipped by group members (on the same equipment slot) to the equipment list. Equipping an equipment equipped by other group members will unequip it from them. If unequipping isn’t possible, the equipment can’t be equipped.
  • Menu Screens: Research (List View), Research (Tree View): Details Box: ‘Hide For Completed’ setting available when using ‘Show All Buttons’. The start and cancel research buttons will not be displayed for completed research items.
  • Menu Screens: Research (List View), Research (Tree View): Details Box: ‘Show Start Research Button’ and ‘Show Cancel Research Button’ settings available. Adding the start and cancel research buttons is now optional. By default enabled (previous behaviour).
  • Menu Screens: Combatant: ‘Select Menu User’ setting available when not using ‘Current’ combatant scope. Optionally change the menu screen’s user when accepting/clicking on a listed combatant.
  • Menu Screens: Combatant: ‘Use Screen Sorting’ setting available when not using ‘Current’ combatant scope. Optionally sort the listed combatants by the current sorting of the menu screen.
  • Menu Screens: Menu List: ‘Forward User Change’ setting available. Optionally forward the new user to the currently open menu screen if the menu list menu screen’s user changes.
  • Menu Screens: Sub Menus, Menu Actions: ‘Level Upgrade’ menu action available. Uses the upgrade settings of an ability/equipment level or learns an equipment ability using it’s upgrade settings.
  • Quantity Selections: Quantity Changes: ‘Hide For Max Quantity 1’ setting available. Optionally hide the quantity change input if only a maximum quantity of 1 can be selected.
  • Quantity Selections: ‘Block Focus’ setting available. Blocking focus changes is now optional for quantity selections.
  • Crafting Notifications: Crafting List Failed: ‘Crafting List Failed’ notification available. Optionally display a notification if using the crafting list (‘Crafting List’ menu screen part) didn’t create anything.
  • Content Sorters: Level: ‘Level’ sort type available. Sorts content by level (e.g. equipment, abilities or combatants).
  • Battle Menus: Ability: ‘Ignore Availability’ setting available in ‘Ability’ option types. Optionally ignore ability availability settings and use all abilities added to the combatant.
  • Battle Menus, Target Settings: Target Menu: ‘Multi-Target Rotation’ setting available when using ‘Rotate To Target’. Define which target to rotate to when more than 1 target is selected, e.g. to the ‘Center’ of all targets, the ‘Nearest’ target, etc.. Defaults to ‘Center’ (previous behaviour).
  • Battle Menus, Target Settings: Target Menu: ‘Block Diagonal Rotation’ setting available when using ‘Rotate To Target’ and ‘Grid Rotation’. Optionally block using diagonal directions during grid battles with square grids.
  • Battle Texts: Text Settings: ‘Other Content’ text settings available. Define content information for action cost and use counts. This can be used in cost displays.
  • Battle Grid Settings: Cell Occupation Settings: ‘Cell Occupation Settings’ available. Optionally allow a cell to be occupied by multiple combatants. Allowing more than one combatant requires to define a limit for player/ally and enemy combatants on a cell. Grid cell types and individual grid cells in the scene can override this.
  • Battle Grid Settings: Move Command: Waypoint Settings: ‘Waypoint Settings’ available. Optionally allow setting waypoints during grid move selection, plotting a path over one or multiple waypoints.
  • Battle Grid Settings: Examine Grid: Combatant Information: ‘Add To HUD’ setting available. Optionally add the combatants occupying an examined grid cell to an ‘Information’ type HUD.
  • Battle Grid Highlights: Move Command: Waypoint Cell: ‘Waypoint Cell’ highlight settings available. Used to highlight a waypoint during grid move selection.
  • Battle Grid Highlights: Move Command: Waypoint Path: ‘Waypoint Path’ highlight settings available. Used to highlight a path to a waypoint during grid move selection.
  • Battle Grid Cell Types: Cell Occupation Settings: ‘Cell Occupation Settings’ available. Optionally override the default cell occupation settings with a custom setup for a cell type. Individual grid cells in the scene can override this.
  • Text Display Settings: Price Texts: ‘Advanced Buy Price Text’ and ‘Advanced Sell Price Text’ settings available. Define how advanced prices will be displayed.
  • Text Display Settings: Use Cost Display: Use Count Text, Action Cost Text: New text codes available to add content information for use count and action cost defined in ‘Battles > Battle Texts’.
  • Formulas: Selected Data Level: ‘Use Max Level’ setting available. Optionally use the maximum level instead of the current level.
  • Formulas, Battle AIs: Check Status: ‘Combatant Scope’ and ‘Combatants Needed’ settings available. Optionally check all members of the combatant’s group isntead of just the combatant itself.
  • Formulas, Battle AIs, Schematics: Check Selected Data Level: ‘Check Selected Data Level’ node available. Checks the level of something stored in selected data.
  • Formulas, Battle AIs, Schematics: Init Selected Data Variables: ‘Init Selected Data Variables’ node available. Initializes variables of content stored in selected data. This can be used to initialize the variables of abilities, items or equipment again, using a defined combatant as user.
  • Formulas, Battle AIs, Schematics: Select Combatant: ‘Attacked’ combatant origin available. Uses combatants the combatant attacked as selected data.
  • Formulas, Battle AIs, Schematics: Select Ability: ‘Ignore Availability’ setting available. Optionally ignore ability availability settings and use all abilities added to the combatant.
  • Schematics: Actors: Player Group: ‘Other Player Group’ settings available. Optionally use a different player group of a defined group ID instead of the current active player group.
  • Schematics: Change Equip Ability: ‘Change Equip Ability’ node available in ‘Inventory > Equipment’ nodes. Adds or removes an ability to/from an equipment currently stored in selected data. The abilities added to an equipment are available to a combatant while having the equipment equipped. These abilities are different than ‘Equipment Abilities’ set up in an equipment, i.e. they can’t be learned by the wearer, but they can be leveled up.
  • Schematics: Check Equip Ability: ‘Check Equip Ability’ node available in ‘Inventory > Equipment’ nodes. Checks if an ability has been added to an equipment currently stored in selected data. This only checks abilities added via schematics, not ‘Equipment Abilities’ set up in an equipment.
  • Schematics: Selected Data Question Dialogue: ‘Selected Data Question Dialogue’ node available in ‘UI > Dialogue’ nodes. Displays a question dialogue with selected data information.
  • Schematics: Stop Target Selection: Ends a combatant’s active target selection (including any cell selections). Please note that this can lead to returning to the previous battle menu selection, depending on how the target selection was started.
  • Schematics: Select Grid Cell Position: ‘Select Grid Cell Position’ node available in ‘Battle > Grid Cell’ nodes. Stores the cell position game object for a combatant into selected data. Cell positions are defined on a grid cell using a ‘Battle Grid Cell Positions’ component on it’s prefab. If no cell positions are found on a cell, or the combatant exceeds the defined positions, the cell’s game object is used.
  • Schematics: Change Active Group: ‘Spawn New Group’ and ‘Destroy Old Group’ settings available. Spawning the new active player group’s combatants and destroying the old player group’s combatants is now optional. By default enabled (previous behaviour).
  • Schematics: Select Item Box: ‘Select Item Box’ node available in ‘Value > Selected Data’ nodes. Uses items from an item box as selected data.
  • Schematics: Save Item Box: ‘Encrypt Data’ setting available. Optionally encrypt the XML-formatted text using the save game encryption.
  • Schematics: Load Item Box: ‘Decrypt Data’ setting available. Optionally decrypt the XML-formatted text using the save game encryption.
  • Schematics: Create Combatant: ‘Create Combatant’ node available in ‘Combatant > Combatant’ nodes. Creates a new combatant instance (with it’s own group) and stores it in selected data. The combatant isn’t spawned.
  • Schematics: Register Combatant: ‘Register Combatant’ node available in ‘Combatant > Combatant’ nodes. Registers a combatant with ORK’s system. Registered combatants will receive time updates and can be found by other systems (e.g. for target selection). Spawned combatants and the player group members are automatically registered. E.g. use this to register a combatant created with the ‘Create Combatant’ node.
  • Schematics: Lock Combatant: ‘Lock Combatant’ node available in ‘Combatant > Combatant’ nodes. Locks a registered combatant from scene-change removing. Non-player group combatants will be removed from the system upon scene changes, locking a combatant will prevent this.
  • Schematics: Save Combatant: ‘Save Combatant’ node available in ‘Combatant > Combatant’ nodes. Saves the data of a combatant or group into a defined file, global variable or PlayerPrefs variable (string).
  • Schematics: Load Combatant: ‘Load Combatant’ node available in ‘Combatant > Combatant’ nodes. Loads the data of a combatant or group from a file, global variable or PlayerPrefs variable (string) and store the new combatants into selected data.
  • Schematics: Add Item Type: ‘Add Item Type’ node available in ‘Inventory > Inventory’ nodes. Adds all currencies, items, equipment, AI behaviours, AI rulesets or crafting recipes of a defined item type to a combatant’s inventory.
  • Schematics: Remove Item Type: ‘Remove AI Behaviours’, ‘Remove AI Rulesets’ and ‘Remove Crafting Recipes’ settings available. You can now also remove AI behaviours, AI rulesets or crafting recipes of a defined item type from a combatant’s inventory.
  • Schematics: Area Type Fork: ‘Area Type Fork’ node available in ‘Game > Game’ nodes. Checks the current area type.
  • Schematics: Mark New Shop Content: ‘Mark New Shop Content’ node available in ‘UI > Shop’ nodes. Changes a stored shop’s items to be marked or unmarked as new content. Only available for shops having ‘Save Shop’ enabled in the shop’s settings.
  • Schematics: Change Loot Rewards: ‘Change Loot Rewards’ node available in ‘Battle > Gains’ nodes. Changes the quantity of loot of the battle’s gains.
  • Schematics: Sell From Inventory: ‘Sell Combatants’ setting available when using ‘Use Selected Data’. Optionally also sell combatants stored in selected data.
  • Battle Grid Cell Positions Component: ‘Battle Grid Cell Positions’ component available. Define individual positions on a cell used for placing player/ally and enemy combatants. This is mainly used when using ‘Cell Occupation Settings’ to allow multiple combatants on a cell, but can also be used for defining the position of a single combatant on a cell.
  • Move AIs: Auto Respawn: ‘Destroy Spawned’ setting available. Optionally destroy the spawned game object of combatants that are respawned. If disabled, the game objects will only be placed at a new position.
  • Move AIs: Saving a combatant will now save the current waypoints and resume movement to the last waypoint when loading.
  • Text Codes: ‘Player Group Size Limit’ text code available. Displays the current size limit of the player group, or 0 if no size limit is used. Size limits for groups can be set using a ‘Change Group Size Limit’ node in schematics.
  • UI Input Filters: New input filter types available for Makinom’s new UI input filter system. Adds ability type, AI type, combatant status conditions, crafting type, item type, quest type and research type filters.
  • Unity UI: UI Boxes: UI Invert Sorting Input Component: ‘UI Invert Sorting Input’ component available. Can be used to invert the sorting of displayed content by using a button or toggle input. Only supported by UI boxes that are controlled by something sortable, e.g. menu screens or shops.
  • Unity UI: UI Boxes: UI Sorting Cycle Button Component: ‘UI Sorting Cycle Button’ component available. Can be used to cycle through the available sorting options of displayed content by using a button input. Only supported by UI boxes that are controlled by something sortable, e.g. menu screens or shops.
  • Unity UI: UI Boxes: UI Sorting Cycle Button Component: ‘UI Sorting Dropdown Input’ component available. Can be used to change the sorting of displayed content by using a dropdown input. Only supported by UI boxes that are controlled by something sortable, e.g. menu screens or shops.
  • Unity UI: HUD Cost List Component: ‘HUD Cost List’ component available. Lists the costs of the displayed content (e.g. use costs, level upgrade costs, research costs or buy/sell price cost). The prefabs used for the individual costs need to use an ‘ORK HUD Status Text Content’ component using the ‘Cost’ status type to display information on the individual costs.
  • Unity UI: ORK HUD Status Text Content Component: ‘Cost’ type available. Displays information of a cost, e.g. price cost, use cost, level upgrade cost, research cost, etc.
  • Unity UI: ORK HUD Status Text Content Component: ‘Ability Type’ type available. Displays information of an ability type or an ability’s ability type or secondary ability types.
  • Unity UI: ORK HUD Status Text Content Component: ‘AI Type’ type available. Displays information of an AI type or an AI behaviour/ruleset’s AI type or secondary AI types.
  • Unity UI: ORK HUD Status Text Content Component: ‘Combatant Type’ type available. Displays information of a combatant type or a combatant’s combatant type or secondary combatant types.
  • Unity UI: ORK HUD Status Text Content Component: ‘Crafting Type’ type available. Displays information of a crafting type or a crafting recipe’s crafting type or secondary crafting types.
  • Unity UI: ORK HUD Status Text Content Component: ‘Item Type’ type available. Displays information of an item type or a shortcut’s item type or secondary item types.
  • Unity UI: ORK HUD Status Text Content Component: Item: Inventory space text codes available. Use ‘<space>’ to show the inventory space for an item with a quantity of 1 and ‘<spacefull>’ for the item’s quantity.
  • Unity UI: ORK HUD Status Text Content Component: Equipment: Inventory space text codes available. Use ‘<space>’ to show the inventory space for an equipment with a quantity of 1 and ‘<spacefull>’ for the equipment’s quantity.
  • Unity UI: HUD Item Box List Component: ‘HUD Item Box List’ component available. Lists items stored in an item box using ‘Shortcut UI’. Either uses the item box of a defined item ID or from an ‘Item Collector’ attached to the HUD’s content (game object).
  • Unity UI: HUD Equipment Combatant Content Provider Component: ‘HUD Equipment Combatant (Content Provider)’ component available. Requires an equipment as content and provides the combatant that has the equipment equipped as content.
  • Unity UI: HUD Upgrade Original Shortcut Content Provider Component: ‘HUD Upgrade Original Shortcut (Content Provider)’ component available. Requires an upgrade shortcut (used by ability/item upgrade menus) and provides the original ability/equipment’s shortcut instead of the upgraded preview.
  • Unity UI: HUD Combatant Research Tree Content Provider Component: ‘HUD Combatant Research Tree (Content Provider’ component available. Requires a combatant and provides a defined research tree of the combatant as content.
  • Unity UI: HUD Combatant Ability Content Provider Component: ‘Ignore Availability’ setting available when using ‘Ability’ ability type. Optionally ignore ability availability settings and use all abilities added to the combatant.
  • Unity UI: HUD Ability List Component: ‘Ignore Availability’ setting available. Optionally ignore ability availability settings and use all abilities added to the combatant.
  • Unity UI: Context Menu: ‘UI Box > Input Sorting’ context menu entries available. Use the new context menu entries to create input sorting inputs (for prefab or added to a UI box).
  • HUD Condition Component: ‘Shortcut Ability Type’ condition type available. Checks if the HUD user is an ability shortcut of a specific ability type.
  • HUD Condition Component: ‘Shortcut AI Type’ condition type available. Checks if the HUD user is an AI behaviour/ruleset shortcut of a specific AI type.
  • HUD Condition Component: ‘Shortcut Crafting Type’ condition type available. Checks if the HUD user is an crafting recipe shortcut of a specific crafting type.
  • HUD Condition Component: ‘Shortcut Item Type’ condition type available. Checks if the HUD user is a shortcut of a specific item type.
  • HUD Condition Component: ‘Has Upgrade’ condition type available. Checks if the HUD user is an equipment/ability with level upgrade or an equipment ability with upgrade learning. Can also check if the upgrade can be used.
  • HUD Condition Component: ‘Can Consume Cost’ condition type available. Checks if the HUD user is a cost (e.g. price cost, use cost, upgrade cost, research cost) that can be consumed (i.e. cost doesn’t exceed available quantity).
  • HUD Condition Component: ‘Has Price’ condition type available. Checks if the HUD user is something with price information (buy/sell price).
  • HUD Condition Component: ‘Sellable’ condition type available. Checks if the HUD user is something that can be sold.
  • HUD Condition Component: ‘Is New Content’ condition type available. Checks if the HUD user is marked as new content.
  • HUD Condition Component: ‘Is Combatant’ condition type available. Checks if the HUD user is a combatant (i.e. an actual combatant, e.g. not a combatant coming from a shortcut).
  • HUD Condition Component: ‘Is Equipment Equipped’ condition type available. Checks if the HUD user is an equipment that is currently equipped by a combatant.
  • HUD Condition Component: ‘Is Equipment Slot’ condition type available. Checks if the HUD user is an equipment slot.
  • HUD Condition Component: ‘Has Use Cost Display’ condition type available. Checks if the HUD user is something that can display a use cost (text).
  • HUD Condition Component: ‘Is Shortcut Assigned’ condition type available. Checks if the HUD user is a shortcut (e.g. ability or item) assigned to a shortcut slot of a combatant’s current shortcut list.

Changes

  • Quantity Selections, Quantity Questions: ‘<currencyinventorysub>’ and ‘<currencyinventoryadd>’ text codes have been removed. Previous text codes are not removed and will be displayed in-game without being replaced.
  • Prices: Text Codes: All price text codes (e.g. ‘<price>’, ‘<buyprice>’ or ‘<sellprice>’) now display the price based on the price texts defined in ‘UI > Text Display Settings’ (i.e. either using regular price texts or advanced price texts, depending on the price defined by the displayed content). Previously, price text codes could also only display the currency quantity without any additional information.
  • Inventories: Adding content that allows keeping 0 quantities can now be added with a quantity of 0 to have it in the inventory (with 0 quantity).
  • Status Effect Changes: ‘Add Count’ and ‘Remove Count’ settings are now float value selections instead of defined, fix values. E.g. allows using formulas to define the added/removed count of status effects.
  • Equipment: Equipment Abilities: Equipment abilities will no longer be added to a combatant/group if the ability has already been learned by the combatant/group.
  • Combatants, Equipment, Abilities: Combatants can now use multiple instances of passive abilities coming from equipment. Previously, only the highest level passive ability would be used. For active/useable abilities it remains as it was (i.e. only highest level ability is available).
  • Menu Screens: The menu’s user is now re-initialized after a potential open schematic was used to take player group changes into account that could be done in the schematic.
  • Shop Layouts: The ‘Display’ setting has been renamed to ‘Display Type>List’ and moved to the ‘Type Box’ settings.
  • Group/Individual Targets: Input Settings: The ‘Remove Target Key’ can now be the same key as any of the other target keys (next, previous, nearest). The remove key will remove a target if one was already selected, otherwise allow selecting a new target.
  • Schematics: Store Item Box: The ‘Store Item Box’ node has been renamed to ‘Save Item Box’.

Fixes

  • Battle Menus: Equipment: Fixed an issue where equipment slots couldn’t open the equipment and unequip selection if no other equipment for the slot was available in the inventory.
  • Menu Screens: Multi Slot, Multi Content: Fixed an issue where hidden content (e.g. a hidden ability) was displayed.
  • Shop Layouts: Backgrounds: Fixed an issue where general backgrounds where not shown when opening a shop a 2nd time.
  • Console: Using ‘Auto Remove Lines’ and ‘Maximum Lines’ of 1 caused a new line replacing the previous one to be removed too soon.
  • Move AIs: Fixed an issue where blocking move AI during an idle schematic could result in the combatant returning to waypoint movement. Blocking move AI will now stop a running idle schematic.
  • Status Bonuses: Status Value Change Modifiers: Fixed an issue where change modifiers where combined wrong or not used at all.
  • Status Conditions: Combatant Type: Fixed an issue where negated combatant type checks failed.
  • Battle Range Templates: Grid Shape: Line of Sight: Fixed an issue where using ‘Raycast Line of Sight’ could result in the last cells blocked by line of sight still being available.
  • Groups: Locked Field Leader: Fixed an issue where changing a group member in battle that is the locked field leader didn’t destroy the combatant’s game object.
  • Inventory: Fixed an issue where using ‘Keep 0 Quantity’ could cause an error when removing an item.
  • Abilities, Items: Critical Chance: Fixed an issue where the critical chance uses the hit bonus instead of the critical hit bonus.
  • Combatants, Save Games: Fixed an issue where loading a save game with dead player combatants could cause their death action/schematics to be executed during loading.
  • Class Slots, Classes: Abilities: Fixed an issue where classes equipped on class slots didn’t learn abilities bound to class levels on class level up.
  • Phase Battles: Battle Menu: Fixed an issue where canceling out of a non-auto open battle menu only worked when also using the combatant selection to select the acting combatant.
  • Schematics: Mark As Temporary Combatant: Fixed an issue where combatants wheren’t marked as temporary.
  • Schematics: Remove Scene Data: Fixed an issue where using ‘Global’ scene type could cause an error.
  • Equipment Viewers: Fixed an issue where changing from a mulit-slot equipment to a single-slot equipment could cause an error.