What’s New ?
- The RPG Builder editor can now be fully resized, as well as being used fullscreen
- It is now possible to collapse each module section in the RPG Builder editor to improve navigation through the view panel
- Advanced Editor Filter system allowing to only show specific entries based on the active filters. Example: Only show a list of abilities that have their cast time above 0.5 but their mana cost under 5
- Advanced Database Utilities allowing the export & import of entire databases or only specific entries with a few clicks
- New Module: Species. For both Races and NPCs, allowing for custom stats, damage type connections, and custom vitality actions
- NPC Stats can now have their own custom vitality actions such as Berserk mode when X stat is under Y value etc
- New FREE game UI pack from Blink
- 10 FREE Low Poly weapons from Blink
- New character controller
- Now possible to sprint with the new controller
- Advanced Combo System
- Added Shapeshifting combat mechanic
- Added Stealth combat mechanic
- Added Flying Effect Type
- Added Motion combat mechanic for dashes, roll, and dodges
- Added Active Blocking combat mechanic
- Possible to drain/gain a vitality stat while sprinting or blocking
- Added Dispel combat mechanic
- Added Knockback combat mechanic
- Added Toggled ability combat mechanic
- Dynamic Animation set based on currently equipped weapon type(s)
- Abilities can now require to be stealth or not
- Abilities can now cancel stealth or not
- Damage effects can now cancel stealth or not
- Advanced Region System to improve world building
- Stat allocation during character creation as well as in-game
- Destructible objects. Perfect for doors or entire structures such as castles.
- NPCs no longer require their own prefabs. You now create them directly inside the editor, in a much easier way
- Projectiles and Ground abilities no longer require their own prefab set up, they are now created directly inside the editor
- CombatVisualEffects and CombatVisualAnimations have been deleted and are now set up directly inside the editor, no need for prefabs anymore!
- Added an option for a Game Scene to be Procedural. This allows to dynamically find a spawn point when starting the game, instead of one pre-defined start position. Useful for procedural worlds
- Added a new Effect Type: Roll Loot Table. Allows to gain items from a loot table from an effect
- Node sockets system to have full control over where combat visual effects are spawned
- Added Node Socket target option for the targeted projectiles, allowing to decide exactly where this projectile will be guided to on this Player or NPC
- Added an option for combat visual effects to be destroyed or not when the caster dies
- Added an option for combat visual effects to be destroyed or not when the caster is stunned
- Added Stun animation state for Player & NPCs
- Weapon Damage Modifier from Effects can now have the option to use the damage of weapon 1, weapon 2 or both
- New Target Hit Types: Self, Pet, Owner
- Added looting animation
- Added NPC Corpse duration as a setting in the NPC module
- Interactive Nodes can now trigger Unity Events
- Armor Items can now use mesh directly instead of the game object name
- The current RPG Builder version is now visible inside the editor under Settings > Editor > Info
- Added Global Cooldown mechanic. The global cooldown duration is possible to set in Settings > Combat
- Added Global Cooldown Duration stat modifier. Allowing to increase or decrease the duration
- Added an option in damage & heal effects to define if they can be a critical hit or not
- Added a delay option for applied effects on abilities, allowing to trigger the effect after a certain duration
- Added an option for NPCs to scale with the player level
- Added an option for NPCs to be targetable or not
- Added an option for NPCs to have a nameplate or not
- Added a Slow Motion projectile mechanic that can be triggered by any collider
- Added an option for projectiles to be affected by gravity or not
- Abilities can now have a tag applied to them, allowing them to trigger their cooldown whenever another ability with the same tag was used
- Abilities now have Caster Effects, which are effects that can be triggered automatically on the caster when using this ability
- Now possible to decide if the player should be selected when clicking on its model under Settings > Combat
- Clicking the health bar in the game UI will now target the player
- Linked aggro for NPCs
- In / Out of combat requirement for abilities
- Now possible for damage and healing effects to affect a percentage of the altered stat instead of a flat value
- Action bar slots can now accept both abilities and items
- Action bar slots now have an option allowing to decide what can be slotted to this slot
- Full support for cursor-less interactions with things such as loot, NPCs, crafting stations, etc
- Added visual animations for interactive nodes
- The world dropped items can now be picked up by simply colliding with them
- A new way to display the interaction bar is now available, which is on the world interaction UI itself
- Effects can now be endless, only removed by specific actions, or never
- Added Screen Overlays system
- Now possible to unsheath the weapon for a specific duration when using an ability
- The name of the current region is now displayed on the minimap, if the player is not currently in any region, the game scene name will be shown
- Added an option in Editor Settings to toggle “Increased Updates”. Increased updates makes the editor more responsive, but cost much more performance wise
- Hovering player’s effects/states will now show their tooltip
- The character controller allows for different camera position offset
- New activation types for Combat Visuals : Cast Complete, Interrupted
- We can now remove active effects by right-clicking them in the UI
- Added Movement Speed stat type, removing the previous Hardcoded move speed stat references
- Added support for dynamic animator controller override based on the race and equipped weapons
- Added a shield slot in appearance handler
- Added an optional offset for the character armature parent
- Interactive nodes can now require a weapon type to be used
- Added Pet Reset Command
- Added Pet Attack Command
- Pet commands can now be triggered by keys
- Added move speed modifier for NPCs
- A NPC animator template is now provided, as well as override examples
- Added new color for Critical Physical Damage and Critical Magical Damage
- Added a text event for Level Up
- NPCs can now be interacted with a key
- Combat Visual Effects and Animations can now have delays
- Added a sound setting in game
- We can now start dialogues with the interact key
Improvements:
- The editor is now highlighting the hovered elements
- A progress bar is now displayed in the RPG Builder editor when performing data related actions
- The _THMSV Folder holding the previous RPG Builder data is now replaced by the Blink folder
- Various improvements and reorganization of the folder structure for the RPG Builder folders
- The Resources folder has been moved directly inside RPG Builder
- Removed all hardcoded strings that were used to access certain paths, they are now fully configurable inside the editor, allowing you to move folders around
- Added options for sound and animations on interactive nodes
- NPCs can now trigger their own game actions during dialogues
- The movement animations are now properly synced with the current movement speed
- NPCs no longer constantly face their target even when their path is in a different direction
- The node count per talent tree tier is now possible to set in the editor under Settings > Combat
- Now possible for vitality Stats to not start at max, but at 0 instead
- The RPG Builder Editor class has been improved and new generic methods have been added to handle drawing fields better and cleaner
- World Positions in the editor now have a game object field allowing you to drag and drop a scene object in it and automatically set its position
- NPC Spawners can now have multiple spawned NPCs at the same time
- NPC Spawners are now allowing you to define a set area instead of one specific point. It will automatically find a spawn position that works using raycast on the terrain based on your defined ground layers
- NPC Spawners now let you customize the look of the Scene Gizmo representing its area
- Renamed Item Quality to Item Rarity
- Lot of improvements with Ability Tooltips
- Item tooltips now display the item rarity color on the item name text too
- Added the minimap image of a game scene as its image in the entry list
- Improved the look of the border inside the enchanting panel for costs entries
- The socketing panel is now reset after a successful socketing
- Improved the way Item Gains event texts are displayed
- Support for different UI prefabs for Active and Passive talent tree nodes
- The portrait in the HUD no shows the class icon by default or the race if Use Classes is off in the editor settings
- Items in the developer panel now properly show their tooltips
- Added support for rotation to World Position and renamed it Coordinates
- NPC Collision is now a toggle in the editor
- The targeted unit nameplate is now placed in front of every other nameplate to avoid clipping
- Improved in-game messages when an ability is casted on a non-valid unit
- The body part system is now modular, allowing to easily add any custom body part to hide when armors are equipped
- The character init is now only called upon loading an actual game scene, and not any scene anymore, making it possible to use scene streaming
- Various editor improvements to pre-fill certain fields, and hide non-relevant fields in some cases
- Removed all warnings in 2019.4.0
- The material field of Items is now applied to all child too, allowing for multiple skinned mesh renderers to be bundled together in a parent game object and have their material updated
- When swapping an action bar slot, if the other slot already had something slotted in it, it is sent to the initial slot instead of reset
- Various action bar improvements
- Action Abilities can now use action keys instead of only a pre-defined key
- Races now have an icon for each gender
- The character is now set to face a Leap direction
- The Leap mechanic is now using a better way to move the character during the motion, making it smoother, and easier to detect possible collisions
- Bonuses now use stat references directly instead of having to create a stat effect
- OnEquip action is now automatically added on items of type ARMOR and WEAPONS
- The inventory UI is now fully automated, and the base slot amount is configurable in the editor
- Better handling in main menu for error messages
- Pets will now start attacking the last unit hit if they did not yet have a target
- Improved RPG Builder Editor Light theme support
- Various improvements to the combat text system
- The camera is now properly initialized when entering the game
- Increased the default combat text rendering distance
- Pets are now spawned close to the player, and added logic to make sure they are not spawn inside other objects
- Options for NPC Spawners to either spawn at its position, or in a defined area
- NPCs are now spawned with the correct spawner rotation
Fixes:
- Not releasing before going back to the main menu no longer allow to respawn at the previous world position
- Fixed an editor bug that used a wrong entry type reference when duplicating a weapon template entry
- Fixed a wrong calculation for the Weapon Damage Modifier from Damage & Healing effects
- EXP Bars are now set to 0 / 0 when reaching the last level of a level template
- Movement speed is now properly reset after changes
- Fixed a bug that caused stun effects to not be handled properly when a new stun was applied
- Fixed a code error that did not properly calculate the CD Recovery stat
- Fixed a code error that did not properly calculate ability stat cost
- Fixed bonuses not being initialized after being learned from dialogues or items
- Fixed a bug that caused NPCs to not aggro when they were hit by states that do not deal any damage
- World dropped item names are now properly clamped inside their UI box
- Fixed an issue where crafted items to be generated before their required components were removed
- Fixed a bug that caused click to move to not work if a collider was in between the camera and the ground
- Fixed an item tooltip bug that caused certain fields not to be cleared when hovering another item
- Now preventing Unity to automatically enable raycast on some TMP Combat Text
- Fixed a bug that would in some cases rank up bonuses twice in talent trees
- The socketing UI panel no longer accept items that are not of type ARMOR or WEAPON
- Fixed a bug that caused the RPG Builder editor Scene Change events not to trigger in some cases
- Added scroll view component for the Factions in the character panel
- Fixed a bug that caused an error when calculating heal from a non-effect source
- The weapon template UI panel are now initialized properly
- World Dropped items can now be of type currency
- Fixed a bug that caused regions with no music assigned to them to loop endlessly and hit performance
- Fixed a bug that caused Weapon Damage Modifier from Effects to only work if the currently equipped weapon had an auto-attack assigned
- Fixed a bug that caused an error when hovering a crafting recipe inside a talent tree while a piece of similar equipment was equipped
- Fixed a bug that caused health to go to 0 if the health was really low when un-equipping items
- Fixed a bug that caused automatic quest rewards to be rewarded twice
- Fixed an editor display bug that caused “Cast in move” to not be visible in the ability section when channel time was used
- Fixed a bug that caused interrupts to not properly stop channeled abilities
- Fixed an editor bug that caused VITALITY_REGEN stat bonuses to not allow different vitality stats
- Fixed a bug that caused Vitality Regen stats to not being properly calculated
- Fixed a bug that caused an error in certain cases when clicking an action bar slot with an ability in it
- Fixed ability stat cost not properly triggering the vitality actions
- Fixed a bug that caused “Use Item” tasks to not being completed properly
- Fixed a bug that caused a rank index error when using an AoE pulse ability as an action ability
- Fixed a bug that triggered the wrong ability when clicking its action bar slot
- Delayed effects no longer trigger on dead units
- Fixed the custom cursor visual not being reset after hovering an interactive world object and hovering a UI panel
- Fixed a bug that caused NPCs cast bars to not being reset when out of FOV, causing it to still be active when inside the FOV again but not actually casting
- Ability & Bonus learned events are now correctly called in some previously missing cases
- Fixed a bug that caused items not to be consumed when using abilities that have it as a reagent
- Item Rarity backgrounds are now displayed on all corresponding slots in the game UI
- Fixed a bug that caused Immunity to damage to not always be effective
- The inventory slots are now properly backdated
- Interactive nodes are now fully handled when having a full inventory
- Unequipping items with a full inventory is now fixed
- Fixed a few issues that was happening when unequipping an armor or weapon by dragging into the inventory
- Now properly updating the stat panel if they changed while it was open
- Fixed cursorless integrations when closing and opening UI panels
- Fixed a bug that caused Editor Settings to not save in Unity 2020 and above
- Fixed a bug with faction entries in the editor that was causing it to not reference the right stance
- Projectile delay is now properly applied on the first one too
- Starting items were showing in the main menu even if they were not set to be equipped
- Removed some Class UI elements when Use Classes was off
- Fixed a bug that caused combat text to be at the wrong position for the first frame
- The character rotation is now properly saved and initialized in the save file
- Fixed some effects set to state even if they should not be
- Fixed wrong state color on NPCs
- Body scale from Stats is now properly initialized
- Fixed certain in game messages being sent from NPC actions
- Fixed an NPC combat bug that caused some of their abilities to not cast even if they should be able to cast it
- Fixed a bug where pets could get stuck in chasing target, without a valid target
- Fixed a bug that caused the healthbar from NPCs to become visible again after they died
- Now closing interaction windows when getting far from the things that was interacted with