edited October 2014 in Announcements
And here it is: release notes


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The next update is on its way - release probably end of next week.
  • Status Values
    When using Count to Value, you can now optionally count the Real Value of the status value.
    I.e. the displayed value that changes over time will be used as the actual value, resulting in possible mechanics like healing a combatant that would normally already be dead, but is still alive while his HP drop ...
  • Event System: Status Steps
    The new Check Shortcut step allows checking a combatant's shortcut slot.
    Can be used for things like letting NPCs react to whatever the hero holds in his hand.
  • Event System: Battle Steps
    The new Check Turn step lets you check a combatant's turn number.
    Probably useful in battle events :)
  • Event System: Dialogue Steps
    You can now optionally add an Info Text and Title to a choice.
  • Formulas: Combatant Steps
    The new Turn step will use a combatant's turn number to change the formula.
  • Menu Screens: Sub Menus
    The new Assign Shortcut sub menu item will call another menu to assign the selected item/ability/equipment to a shortcut slot of the menu user.
    Each slot is added to the menu individually with its own button.
  • Editor
    Finally, the new Help Text Color setting allows you to change the color of the help text - probably useful for those of you working with the dark skin.
  • Combatants
    Using Local Variables in a combatant's object variables will now keep them even when the combatant's game object is destroyed (e.g. when using conditional prefabs).
    Previously, they'd have been gone, since local variables are only alive as long as the object is.
    Allows using local object variables for conditional prefabs.
  • Animations: Mecanim
    You can now also set parameters when using Play to play the animation.
    Can be used for more complex mecanim animation setups.
  • Battle System
    An arena battle can now optionally end when the player moves outside a defined range of the arena (i.e. the game object with the Battle component attached).
    Available in all battle system types, but wont be used in Real Time Battle Areas.
    A new Leave Arena battle end event will handle this battle outcome (e.g. destroying combatants, collecting gains, etc.).
  • Battle Start Events, Battle End Events
    Battle start/end events can now optionally block the move AI completely or only for actors of the event.
    The move AI will be blocked while the event is running.
  • Menu Screens
    The new %lvl text code is available in content layouts. Displays the level of an ability or equipment.
  • Save Game Menu
    Auto Save Slots setting available. You can now have more than one auto save game.
    The running game will auto save to the selected slot of the game (can selected when starting a new game).
  • Main Menu
    Optionally display the Auto Save Slot Menu to select the auto save slot when starting a new game.
  • Event System: Base Steps
    As requested, the new Auto Load Game step will load the AUTO save game or a retry save game.
  • Event System: Dialogue Steps
    The new Close All Dialogues step will close all dialogues opened by this event's Show Dialogue steps.
    Additionally, Message type dialogues now have a Wait option - if disabled, the event will continue right away without waiting for the dialogue (by default enabled).
    This allows having multiple dialogues opened at the same time and closing them all at once :)
  • Abilities, Ability Trees, Status Development
    The Quantity and Chance (%) settings of item costs now support formulas, game variables and other value origins.
Post edited by gamingislove on
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  • the mecanim fix.. i've benn waiting for this! :D
  • Thanks for all the battle turn checks and usage updates! :D This'll totally simplify and streamline a ton of my ability setups. Woo hoo!!
    My little chunk of the internet: http://artemic.com
  • Hah, Earthbound-style HP mechanics, I love it. :D

    The Local Variable change is a super useful feature as well; and the add shortcut submenu is a great addition.


    Any chance of the multi-AutoSave game stuff coming?

    i.e: When starting a new game, you choose a save slot to use; and then whenever the game autosaves, it saves to that slot? (Auto-save being the only method of saving)

    Also, the Formulas tied to money cost (in addition to the EXP) in Status Value Upgrades would be a big boon as well!
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • edited October 2014
    Was hoping for two things---these all look great--- but was hoping for some Real Time Battle fixes--a fix for the freeze when you're using Real Time Area Battles and step outside the battle area--although am not using it now--that's because it doesn't work right and I froze when leaving the battle area---I have reasons for not wanting a whole area to be the battle area.

    and

    when you're using enemy spawners---the enemy keeps saying his idle message if you just leave the battle area and don't engage him. My ranges are set up right---they're very small but still when I get a way away from the battle area not having killed the monster---I hear their idle message--I've disabled that for now but I'd really like to use it when I'm in the battle area.

    I think Real Time battles could use some help--- : )

    While turn-based battles might be popular on other platforms, I think most developers are using Real time battles on mobile. And I love ORK but I think it needs some help on Real time battles,





    Post edited by Catacomber on
  • Welp, I know what I'm doing with HP now. =) EarthBound style!
    twitter.com/JellyPaladin
  • New stuff:
    • Battle System
      An arena battle can now optionally end when the player moves outside a defined range of the arena (i.e. the game object with the Battle component attached).
      Available in all battle system types, but wont be used in Real Time Battle Areas.
      A new Leave Arena battle end event will handle this battle outcome (e.g. destroying combatants, collecting gains, etc.).
    • Battle Start Events, Battle End Events
      Battle start/end events can now optionally block the move AI completely or only for actors of the event.
      The move AI will be blocked while the event is running.
    • Menu Screens
      The new %lvl text code is available in content layouts. Displays the level of an ability or equipment.
    • Save Game Menu
      Auto Save Slots setting available. You can now have more than one auto save game.
      The running game will auto save to the selected slot of the game (can selected when starting a new game).
    • Main Menu
      Optionally display the Auto Save Slot Menu to select the auto save slot when starting a new game.

    @Kirb
    There you go, don't know if the formula thing will make it in there ...

    @Catacomber
    Will still be looking into the freezing issues.

    @JellyPaladin
    That was actually the request behind that feature :D
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Ahh, perfect! You rock.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Agree! You are perfect and you rock! Thanks for the new events. : )
  • Thanks for the help text color setting. Much appreciated! I see why everyone says you rock.
  • the join battle step while in battle update is missing :)
    but still.. you rock!!
  • Don't forget the fix for the variable change when an item collector box becomes empty : p
  • please add in a fix for the look at target part of battle events i.e. turned based please!
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Not all small changes and fixes are listed here :)
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • New features:
    • Event System: Base Steps
      As requested, the new Auto Load Game step will load the AUTO save game or a retry save game.
    • Event System: Dialogue Steps
      The new Close All Dialogues step will close all dialogues opened by this event's Show Dialogue steps.
      Additionally, Message type dialogues now have a Wait option - if disabled, the event will continue right away without waiting for the dialogue (by default enabled).
      This allows having multiple dialogues opened at the same time and closing them all at once :)
    • Abilities, Ability Trees, Status Development
      The Quantity and Chance (%) settings of item costs now support formulas, game variables and other value origins.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • loving this update !
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
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