And here it is: release notes
Busy with stuff, so not that much new yet, bust still cool new features - coming end of next week:
HUDs: Combatant, Turn Order
The new Click Action settings enable you to do some stuff when clicking on a HUD element. You can call a menu screen (with the combatant as user), change the current menu/shop user, change the player and select a target in battles (like clicking on the combatant's game object).
HUDs
The new Expand Bounds setting for an element's background image will optionally increase the element's display bounds to show the whole background image.
Menu Screens: Ability, Ability Tree, Inventory, Status Value Upgrade
The new Don't Return setting will prevent the menu from going back to the previous menu screen when using Close After Use.
Menu Screens: Ability, Inventory
Animate Use defines if using an ability/item will be animated, i.e. it's battle events are performed. E.g. pausing menu screens will be able to use items without animating them, which kinda blocked the menu.
By default enabled.
Battle System
The battle gains dialogue can now be automatically closed after some time by using the new Auto Close settings.
Available in all battle system types.
Battle End Events
Auto Close is also available in the Collect Battle Gains step when showing the dialogue.
Input Keys
New input origins: Mouse and Touch!
You can now use mouse button clicks and touches as inputs, e.g. double click or two-finger touch.
Can't be used as axis, though.
Text Formats
The minimum Font Size is now 0 instead of 1.
Game Variables
The new Approximately check type for float game variable checks uses Mathf.Approximately to check if two floats are similar. Since float numbers are somewhat tricky when it comes to Is Equal, you should use that check if you're having problems with it :)
Also, the Vector3 distance check can now also use Range Inclusive, Range Exclusive and Approximately.
Event System: Check Steps
The new Check Value step allows checking a value (e.g. the result of a formula or a game variable) against other values using all the nice float checks.
Event System: Movement/Rotation/Faction Steps
Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance, Check Transform, Check Angle and Check Faction Sympathy steps.
Formulas: Check/Position Steps
Range Inclusive, Range Exclusive and Approximately check types available in the Check Formula Value, Check Distance and Check Angle steps.
Battle AI: Position Steps
Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance and Check Angle steps
Editor
A Copy to Clipboard button is now displayed below the help text box. Let's you copy the help text to the clipboard, e.g. for translating it via google translate :)
Battle System
The new Defend First setting will force defend actions to be performed before other actions. Doesn't take already performing actions into account.
Available in all battle system types.
Game Settings: Bestiary/Battle AI
Finally, the Use in Battle AI setting allows you to use bestiary information for battle AI status checks when a player combatant checks an enemy.
If the player doesn't know the checked status information (e.g. attack attributes of the enemy), the check will fail.
Battle AI: Status Steps
Force Knowledge setting available in Check Status, Get Status Value, Get Attack Attribute and Get Defence Attribute steps.
Optionally forces player combatants to have full knowledge about an enemy's status information when checking him.