And here it is: release notes
So, what's going on after the last big release?
Quests
A quest can learn log texts to the player when it's added to the quest list, or the quest is finished or failed.
Quest Tasks
Tasks can also learn log texts to the player when they're activated, finished or failed.
Event System: Crafting Steps
The Learn/Forget Recipe steps can now optionally learn/forget all recipes of a selected crafting type.
Formulas: Check Steps
The Check Chance step is now also available in formulas.
Event System, Battle AI, Formulas: Check Steps
The new Chance Fork step checks a random number (usually the chance is from 0 to 100, can be changed in the game settings) with multiple defined value ranges - the first range that contains the chance will execute it's next step.
So, basically a Check Chance step with multiple next steps, e.g. 0-10 plays an animation, 10-50 plays a sound, etc.
Battle AI: Check Steps
The battle AI finally got a Check Game Variable and Game Variable Fork step - does the same as the ones in the event system :)
Status Values: Barriers
Consumable type status values can now use other consumable values as barriers.
A barrier value will consume damage done to the actual status value, as long as they haven't reached their minimum. You can define how much of the damage will be consumed (0-100 %) and if damage exceeding the barrier will be done to the actual status value.
Status Values: Death
The Kill on Minimum setting is replaced by the new Death On setting. Consumable type status values can now kill a combatant upon reaching their minimum or maximum value.
Float Values
The advanced float value settings around the framework (e.g. changing variables) can now use the Time of Day (local time since midnight in seconds) and Date and Time (local date and time since 1-1-1970).
So, basically you can use the real daytime in your game, and check for things like how many (real) days passed since an event ...
Game Controls: Collision Camera
The new, universal, collision camera settings can be used with all built-in and custom controls, and is even active during blocked camera controls and events (i.e. also while event camera changes).
Uses raycasts to check for objects between player and camera and places the camera accordingly.
You can either automatically add one using the game settings, or add one manually with different settings.
Event System: Camera Steps
The new Collision Camera step simply allows you to enable/disable the collision camera.
Requries the Collision Camera component attached to the camera.
Event System: Spawn Steps
The new Destroy Object step destroys whatever object you selected (actor, waypoint, etc.) - also supports destroying after time.
Just watch out if you destroy the event's object before the event ends, that can bring the event to a halt :)
Game Events: Actors
The new Starting Object actor type uses the game object that started the event.
In most cases, that will be the player - but if you're using the Start by Other option in event interactions, that could be anyone.
Also, you can now optionally use the root of an object as actor - in combination with using a child object, the child will be searched from the root. This is useful when an event is started by a child object of the actual object (e.g. when triggering a Start by Other event with the interaction controller).
Editor
The drag bar positions are now saved each time you close the editor. Previously that was only done when saving the data.
Also, the remembered sections will be reset the first time you open the editor after this update (due to changes in how this data is saved).
Awesome new Equipment Part features:
Items
Items can add additional equipment parts and block equipment parts (i.e. pretty much remove them).
Event System: Equipment Steps
New steps to add/remove equipment parts and blocked equipment parts.
Weapons, Armors
Weapons and armors can add additional equipment parts or blocked parts while being equipped.
Abilities
Passive abilities can add additional equipment parts or blocked parts as long as the ability is known to a combatant.
Status Effects
Status effects can also add additional equipment parts or blocked parts as long as they are applied to a combatant
Classes, Combatants
The weapon/armor lists are now split into available and unavailable equipments. Available/unavailable is due to the equipment part selections.
So, you can now also allow combatants to wear equipment they normally wouldn't be able to due to missing equipment parts - which can now be changed by events, items, other eqiupment, abilities and status effects :)
Further explanation of this new features:
Adding additional equipment parts is what it sounds like - you can give a combatant extra equipment parts and thus overcome the predefined limitations of class/combatant settings. Additional equipment parts can either be added permanently (through items and the event system - also allows removing them again) or temporarily (passive abilities, equipment status effects).
Adding a blocked equipment part will block this equipment part completely. Unlike the locked equipment part feature (which simply locks the part down and prevents changes), this will pretty much remove the equipment part and unequip whatever currently is equipped on it. Like additional equipment parts, this can either be done permanently or temporarily.