— New and Improved Features —
[Events]
- A “Manipulate Array Variable” panel has been implemented in the Variable Box category.
This panel can be used to rewrite some or all the elements of an array variable or to retrieve the number of elements.- A “Batch Clear Variables” panel has been implemented in the Variable Box category. You can specify a folder in the variable list and clear all variables in that folder at once.
- An “Obtain Bone Coordinates” panel has been implemented in the Variable Box category.
- Offset specification has been added to the following event panels:
“Check Surrounding Collision Detection”, “Generate Events” and “Display Effect”.- Added the option to delete placement adjustments (battle layouts) in the “Execute Battle and Check Results” panel.
[Database]
- Added “Do Nothing” to the system tag for battle commands.
Usage example:
When specifying a tag for the “Disable Command” state ability, “Do Nothing” can be selected as the system tag.
Disabling “Do Nothing” will cause the “Do Nothing” column to be ignored by the enemy battle AI.
This allows, for example, to create “an enemy that begins to attack rapidly at a certain point in time”.- Separated “State” from the item ability “Attack Attribute” and added the “State Granting” ability.
The “Attack Attribute” ability had two mixed settings: “Attribute accompanying the attack” and “State generated to the opponent when the attack hits”.
By separating them this time, we have made it possible to set the characteristics of the weapons more flexibly.[Battles]
- When attempting to display status changes of “unequipable items” in the “Store” layout, the container to which they belong is now hidden.
[Layout Tool]
- Added text recommending driver updates for Intel-based GPUs to the readme.txt file generated when a game file is exported for publishing.
In some cases, when a game does not start, updating the GPU driver may be effective.[Rendering Settings]
- The rendering engine has been modified to improve stability.
- Improved the process of applying fog to the water surface shader.
- The SSAO algorithm has been improved and the following settings have been added to improve rendering performance.
- SSAO algorithm added.
-View: Conventional algorith.
–View (Corrected): The algorithm is the same as before, but the darkness parameter is now in a more adjustable range.
–Linear: The algorithm is less sensitive to the distance from the viewpoint.- The following parameters have been added:
- Maximum Distance: Beyond the distance, the SSAO effect will not be applied.
- This was implemented to improve the noise-like results that had sometimes appeared in areas far from the camera. Blur: Added a choice of blurring techniques.
– Previous: This is the previous blur. There is no sense of noise because of the large blur, but there is a problem with the blur being somewhat wide.
– Bilateral: It has less blur, but avoids extending blur to unnecessary areas.
– Half Bilateral: Bilateral is performed at half resolution. The blur is extended, but may be slightly blurred in an unnecessary area.- Shadow Judgment Level: You can adjust how well the linear algorithm is judged as a hidden state when it is used. (0~5)
[Map Editor]
- Added the function to sort entries in the Placed List palette.
Sorting can be done from the context menu (select an entry and right-click).[Test Play]
- The Cast Parameter Check View now also displays the effect values of the “Charge” and “Defense” commands.
— Specification Changes —
[Resources]
- When importing a file from the Image menu, the initial value of the “Wrap” (U/V/W) property has been changed to “Clamp”.
— Bug Fixes —
[Events]
- Fixed a bug in the “Check Variable Box” panel setting where decimals could not be entered.
- Fixed a bug where “Enhanceable” items were not detected when “Include Equipped Items” was enabled in the “Check Items Possessed” panel.
- Fixed a bug where HP/MP changed by an event after the result was complete would not be applied when returning to the map screen.
- Fixed a bug where the content displayed in the “Display Message” and “Display Conversation” panels would overflow beyond the message window if the width was exactly one character wider than the message window.
- Fixed a bug where, in an event where a rotation angle other than the Y-axis was set, the coordinates gradually shifted when transitioning between sheets.
- Fixed a bug where collision detection would pass through between an ally cast with “Collide with Other Events” enabled in the cast event and a map event with “Collide with Player” disabled.
- Fixed a bug where switching to a different map several times in a row would temporarily distort the screen depending on the window size.
- Fixed a bug in the “Recover/Reduce Battle Cast Consumption Status” panel where the formula type would not work if a variable was specified as the nth.
- Fixed an issue where, when using the “Make Player/Event Walk to Specified Coordinates” panel in an event with “Falling by Gravity” off, the player/events would snap to the ground height.
- Fixed a bug that caused Collision Detection with events to be lost when walking events from multiple parallel sheets simultaneously using the “Make Player/Event Walk” panel with “Pass Through Events” turned on.
- Fixed a bug where even if you allowed the player to walk through non-traversable terrain using the “Change Player/Event Traversable Terrain” panel, the player would sometimes stop walking on non-traversable terrain when using the “Make Player/Event Walk” panel.
[Map Editor]
- Fixed a bug in the Placed List palette where sorting entries added to the tree by copy and paste did not save the rearranged results.
- Fixed a bug where the destination location was not displayed in the Placed List palette for events where both the moving source and destination were set on the same map.
- Fixed a bug where after creating an event with a move, deleting the event that was the moving source would leave the destination information in the Placed List palette tree.
The destination information was deleted internally but could not be deleted from the tree until the map was reloaded.[Game Definition]
- Fixed a bug that caused gamepad input to become unresponsive in the Key/Button Assignments screen on the gamepad that opens from Move & Operate > Key/Button Assignments.
[Resources]
- Unused files and folders are deleted from the project folder when particles are deleted from the Resources menu.
- Fixed a bug where model changes etc. were not immediately applied to the preview if the efk file was modified and the Update Information button in Resources > Particles was pressed.
- Fixed a bug that caused animations to be displayed incorrectly in the preview of the Slice Animation menu when the “Slice” property of the texture was set to “PixelSlice”.
- Fixed a bug in the Asset Picker preview where resources from any DLC in the project being edited were not displayed correctly.
- Fixed a bug where the value set in Asset Picker Options > Scale was not applied to the added model when adding a model file using 3D Stamps/Motions/Blendshapes/Physics Settings.
- When creating a physics setting from a model that was changed in scale on import, the initial size value is now set to “scale on import”.
- Moved the particle’s “Playtime” property to “For Battle Effects” and changed the tooltip.
- Fixed a bug that prevented the cast from blinking when selecting a target during battle if the “Lighting” property was turned off for the 2D stamp used for the cast.
[Database]
- Fixed a bug where using the “Tag” for the “State” ability “State Granting (When Removed)” would cause the removal condition to not work properly.
- Fixed a bug where the state with the “Force Granting Below a Certain Value” ability set to “HP 0%” could not be recovered when an item was used on the map.
- Fixed a bug in the processing of the lower limit set for the “Auto Damage” state ability.
- If there is a “State” with the removal condition set as “When Battle Ends” and state ability set as “State Granting (When Removed)”, then a cast member is under this state condition, the “state” set in “State Granting (When Removed)” is not granted to them when a battle is over.
- Previous Specification:
Paralysis is removed at the end of the battle.
If “Paralysis” is set to “ability to grant ‘Sleep’ when removed”, then if the battle ends with “Paralysis” still applied, the “Sleep” state is granted and a transition to the map screen is made.- Improved Specification:
This change will prevent sleep from being granted at the end of a battle.[Internal Format]
- Fixed a bug that prevented the generation of internal format files in some cases.
- When importing from DLC using the Asset Picker
- When importing by drag & drop into the Map Editor
- When copying and pasting on the Resources & Database
- When importing from an entry that specifies a graphic in the Database
- When importing layout data
- Improved internal model format for more efficient memory usage.
(!)Please note that if you are using the internal format, it will take some time to reconvert the game file when you open it in this version.[Layout Tool]
- Fixed a bug that caused layout elements to be misaligned when using the alignment feature for submenu containers.
- Fixed a bug that prevented some operations, such as selecting text panel contents, from being recorded as undo targets.
- Fixed a bug where, when copying and pasting elements in a container in the layout parts tree, the display order of the parts did not match the tree order until the layout was reopened.
- Fixed a bug in the “Store – Sale” screen where an empty element was left at the end of the list.
- Fixed a bug where event graphic changes were not applied when using the \partyimage format in battle layouts.
- Fixed a bug in the submenu container property ” Submenu Container to Select When Pressing (a directional key),” where, when a specific cursor destination is explicitly set, if the destination is empty and corresponds to the target position on the page (such as the last row or column of a list), the page break is now handled correctly.
[Battles]
- Fixed a bug in which during a normal attack in battle, if the attack motion had not yet completed playing at the timing set in the “Damage Display Timing” property of Resources > Particles, the damage value would not be displayed until the motion was complete.
- Fixed a bug in which the default display state of subgraphics set in the Resources menu was not applied during battles.
[Sprite Tool]
- Fixed a bug that caused an exception when deleting a layer name while renaming and then adding a layer.
[Post Effects]
- Improved fog processing for the water surface shader.
[Tool UI]
- Fixed a bug in the Movement Range Setting dialog where the map for specifying the movement range was not displayed if the size of the map was too small.
- Fixed a bug in the entry tree that sometimes did not filter correctly when filtering by word or phrase.
[Plug-ins]
- Fixed a bug that prevented getting the attribute/state set for a skill using SkillEffect.AttributeGuid.
[Assets]
- Changed the removal condition and icon for the “Less HP” state when creating a new project.
The “State” icon is now displayed without being removed at the end of battle.[DLC]
- Fixed an error that displayed an error message that the battle script was outdated when opening [DLC] SMILE Characters DX Vol. 1 from the Gallery.
Other minor UI and text changes were made.