And here it is - biggest update since initial release: release notes
The next update will be pretty big - Status Effect Types, Group Abilities, Status Change Modifiers, abilities sold in shops, equipment durability, radial menus, choice headers, attack/defence status effects, custom input script support and lots of other stuff:
Input Keys
The new Custom input origin settings allow using custom scripts for input (e.g. a 3rd party product like cInput).
Uses reflection to call a static function of a class - works like the Call Function step. Separate functions for button (must return a bool) and axis (must return a float).
Status Values
Experience type status values can now start From Minimum when leveling up (only base/class level experience).
I.e. the experience value will restart from the minimum value (e.g. 0) upon level up instead of continuing to grow and using the last level's maximum value as minimum.
Battle Menus
The Auto command can now optionally be used for the Whole Group.
Each member of the battle group will use the auto command once - not used in real time battles.
HUDs: Combatant, Turn Order
New text codes for Status Value HUD elements.
'%m2' displays the minimum value, '%r' displays the remaining value until reaching the maximum value (i.e. max - current value, e.g. for displaying needed EXP till level up) and '%r2' displays the remaining value until reaching the minimum value (i.e. current - min value).
HUDs: Combatant, Turn Order
The new Check Attribute Value settings in Attack/Defence Attribute HUD elements allow optionally checking the attribute's value to determine if it'll be displayed when listing the attributes.
E.g. checking for value > 100 could display only those attack attributes a combatant has a weakness for (e.g. fire 150 would do 150 % damage).
Event System: Function Steps
The new Is Static setting allows using static functions in Call Function, Check Function and Function To Variable steps.
Using static functions don't require a component being attached to a game object.
Event System: Function Steps
The new Is Static setting allows using static fields/properties in Change Fields and Check Fields steps.
Using static fields/properties don't require a component being attached to a game object.
Main Menu: Custom Choices
The custom choices can now also use static functions :)
Combatants: AI Settings
The new Real Time AI Range setting will optionally prevent an AI controlled combatant from using his battle AI (i.e. performing actions) when being outside of a defined range to his group leader (of course, only if they aren't the leader) - only used in real time battles.
You can e.g. use this setting to prevent your player group members from continuing to fight when the player (i.e. leader) ran away (@Cat :D).
Move AI
The new Prioritise Leader setting will optionally give priority to following the leader when being outside of a defined range. The current move target (e.g. waypoint or hunting another combatant) will be ignored and the combatant will follow his leader.
In combination with the new real time AI range should solve the problem of too battle hungry group members :)
Status Bonuses
And here comes a great new feature that allows a bunch of new gameplay mechanics!
The new Status Change Modifiers allow giving bonuses to all status value changes made by abilities or items (i.e. in the value change settings of use costs, target changes, etc.).
The default modifier of a status value is 100 (i.e. 100 % of the change will be made). The bonuses are added to it - the summed up modifier is limited between 0 and 100. The change modifiers are separated for positive and negative changes.
E.g. a bonus of -25 on negative MP changes will reduce MP use costs by 25 %, a bonus of 50 to positive HP changes will increase HP refreshing abilities and items by 50 %.
Abilities, Items
The value change settings (e.g. use costs, target changes) can optionally ignore the status change modifiers and use the default 100 % modifier (i.e. doing the full change).
Status Effect Types
The new Status Effect Types will be available in the Status section. The types are used to separate status effects (like all the other type settings).
They can be used to optionally limit the displayed status effects in HUDs, and you can use them in all status effect changes (e.g. ability target changes, auto effects, etc.) to optionally use all effects of a selected type for the changes.
Status Effects
Obviously, the new Status Effect Type setting will define the status effect type of the status effect.
Status Effect Changes
The Use Type settings will use all status effects of a selected status effect type instead of a single effect.
Can be used to e.g. remove all negative status effects from a combatant (if you defined a Negative effect type and selected it in all your effects that have a negative effect).
HUDs: Combatant, Turn Order
The new Type Display Limit settings in Status Effect HUD elements will optionally only display status effects of selected types.
Can be used to e.g. separate displaying positive and negative effects.
Battle Events: Battle Steps
The Calculate step now has a Reconsume option.
Calculating the outcome of an action will consume use costs or an item again, even if it has already been consumed.
Battle Events: Battle Steps
The new Can Use Action step will check if the user can use the action of the battle event.
E.g. useful if you want to repeat an event as often as possible (e.g. until out of MP, when using the Reconsume calculation).
HUDs: Combatant, Turn Order
The offset between HUD GUI boxes for the individual combatants can now optionally be Relative To the GUI box of the previous combatant.
The HUD positions will automatically adjust, e.g. if the size of one combatant's HUD change.
Group Abilities
Abilities can now optionally be learned by the group of a combatant instead of a single combatant. Group abilities are available to all members of the group and can be used like normal abilities.
Ability Learning/Forgetting
All settings to learn or forget abilities (e.g. classes, combatants, ability tree, items, event system) now have an additional Group Ability option to learn the ability to a group instead of a combatant.
Console Settings, Abilities
Of course, there are also new console texts and default console text overrides for learning/forgetting a group ability.
Status Requirements
The current ability check settings have been replaced by new settings to check if an ability is known (i.e. learned, group ability or coming from an equipment), learned (i.e. really learned by the combatant) or a group ability. In combination with the also new Is Valid setting you can also check e.g. if an ability is not a group ability or not known at all.
Battle End
New text settings for learning new group abilities upon level up.
Also, there are new text codes to display combatant information (name, description, icon) in most of the battle end texts.
Shops
Shops can now also sell Abilities!
The bought ability will be learned by the shop's current user (or group, when sold as group ability). An ability can only be sold once per combatant/group, there's no quantity selection displayed when buying it.
Abilities
You can now define the Buy Price of the ability per ability level.
The shop can optionally override the buy price.
Status Requirements
The new Status Effect Type status check will check if an effect of a selected effect type is applied or not.
Totally forgot that, thanks @JP :)
Event System: Animation Steps
The new Auto Animation step can enable/disable the auto move animation settings of a combatant.
The combatant's settings will now also be displayed when being disabled (i.e. the move speed animation thresholds).
Event System: Movement Steps
The new Ignore Y setting in Change Position and Move Into Direction steps will optionally ignore the Y-axis difference when determining the move direction (and look direction). By default enabled (as it has been up till now).
Weapons, Armors
The new Durability settings (per equipment level) allow equipment to optionally wear off.
Outworn equipment can either stop giving bonuses, automatically be unequipped or destroyed.
Console Settings
New texts for weapons and armors being outworn (i.e. durability reaching 0).
Can individually be overridden by weapons/armors.
Menu Screens: Inventory, Equipment
The Level Points Display settings are now named HUD Info Display and can also display the durability of equipment (with text and a bar).
Event System: Equipment Steps
The Change Equip Durability step will change the durability of an equipment currently equipped on a selected equipment part (or all parts) of a combatant.
The Change Inventory Durability step will change the durability of equipment currently placed in a combatant's inventory, either for a selected equipment part or any part.
The Check Equip Durability step will check the durability of an equipment currently equipped on a selected equipment part (or all parts) of a combatant.
The Check Inventory Durability step will check the durability of equipment currently placed in a combatant's inventory, either for a selected equipment part of any part.
GUI Boxes
The new Choice Mode setting allows switching between different modes of choice button display.
Either use the (already known) List mode to list the buttons, or the new Circle mode to create radial menus. Circle choices will display the choices in a circle around a center position in the GUI box, including fancy settings as rotating the choices for selections or an optional Mass Effect style radial selection instead of scrolling through the list.
GUI Boxes: Header Settings
This new features allows displaying headers above the choice button list (only in List mode).
A header text can be displayed for the title, content and info of the choices, e.g. in a shop, you can add a Name header text above the choice content (i.e. item name) and a Price header text above the info (i.e. where usually the price of the item is found).
Menu Screens
Header Texts settings available in pretty much all menu parts that display choices - own headers for each GUI box of a menu part (e.g. type box, list box).
Shop Layouts
Header Texts settings available for all layout parts that have choices.
Battle Menus
Header Texts settings available, you can optionally use different headers for sub-menus.
Status Requirements
The new Weapon Item Type setting will check if a weapon of the selected item type is equipped on a combatant.
The new Armor Item Type setting will check if an armor of the selected item type is equipped on a combatant.
Class, Combatants, Passive Abilities, Weapons, Armors, Status Effects
The new Attack Status Effects allow defining status effect changes that can optionally be used by abilities and items.
When using an ability/item, the user's attack status effects will be used on the target. You can use this to e.g. create a poison knife that will poison the target of an attack.
Class, Combatants, Passive Abilities, Weapons, Armors, Status Effects
The new Defence Status Effects allow defining status effect changes that can optionally be used by abilities and items.
When using an ability/item, the target's defence status effects will be used on the user. You can use this to e.g. have a combatant automatically poison all combatants that attack him with physical attacks.
Abilities, Items
The new Use Attack Effects option in the value change settings (e.g. target changes) will use the user's attack status effects on the target.
Abilities, Items
The new Use Defence Effects option in the value change settings (e.g. target changes) will use the target's defence status effects on the user.