edited June 2015 in Announcements
And here it is: release notes


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Quick update this Wednesday:
  • Ability Trees, Status Development
    You can now optionally override the name and description of the status value/ability for upgrades.
  • Status Effects
    The new None option for recasting an effect will do nothing, instead of adding/reseting time/turns :)
  • Inventory Settings
    The Auto Stack option has been broken down into 3 options to manage auto stacking for items, weapons and armors separately.
  • Items, Weapons, Armors
    The auto stack setting can be optionally overridden by each item/weapon/armor individually.
  • GUI Boxes
    The new Use Minimum Height option when using Auto height adjustment will use the height (H) defined by the content box bounds as minimum height for the box.
    The box will have at least the defind height.
  • Menu Screens: Sub Menus
    The new Only For Usable option will make sub menus only available for choices that can be used, e.g. an ability that can't be used wouldn't be able to display a sub menu or use sub menu item call keys.
  • Menu Screens: Equipment
    You can now also show the Portrait of a selected equipment in the Part box.
  • Menu Screens: Ability, Ability Tree, Equipment, Inventory
    There's a new Information element available for HUD Info Displays to display stuff like name, description, type name, etc.
  • Text Codes
    New text codes to change the X/Y position of text or add X/Y offset to the previous text. Can be used to make nice columns in your texts :)
    #xN# will display the following text at the X position N, #+xN# will display the following text with an offset of N on the X-axis to the previous text.
    #yN# will display the following text at the Y position N, #+yN# will display the following text with an offset of N on the Y-axis to the previous text.
    The new text codes can also be added using the text editor (found under Special).
  • Encryption
    The encryption classes have been moved from the closed source core package to the gameplay package, allowing you to change the used encryption for game data and save games.
    If you want to use custom encryption, implement the ISecurityHandler interface in your class and register it when initializing ORK in the ORK class.
Post edited by gamingislove on
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