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New Year & Steam Workshop Major Update!

New Year & Steam Workshop Major Update! V1.10

Steam Workshop Support Now Available

This feature requires logging into Steam. Click “File” → “Workshop” to open the Workshop window. Inside the Workshop window, users can browse assets created by other users, as well as view assets they have subscribed to or uploaded.

Common asset types available in the Workshop include:

Projects (full projects), portrait templates, animation model collections (models with corresponding animations), models, animations, sprites, background images, icons, sound effects, and music.

Users can browse assets by category or search using keywords. Subscribed assets will be downloaded in the background and can be imported into the current project at any time.

Users can open the upload page within the Workshop window to select assets, package them, and upload them to the Workshop server.

Users can also open the Steam Workshop web page directly from the window to preview and edit their content.

Quick Start Guide Feature Added

The editor now includes a beginner tutorial. In addition, pressing the “F1” key in any editing interface will open contextual quick help. The quick help provides guidance on commonly used features and usage methods relevant to the current editing screen.

Filter Update

A new filter, “Retro TV,” has been added to the graphics settings. In this mode, the game visuals, UI, and text are rendered in a retro CRT television style. Other visual filters and in-game filters can still be used simultaneously while this mode is enabled.

New Character Factions

Three new combat-capable character factions have been added: Friendly NPC, Enemy NPC, and Third-party NPC. When different factions are nearby or when combat occurs, nearby NPCs of these types will join the battle. Third-party NPCs will attack both allies and enemies indiscriminately.

UI Module Updates

  • The “Separate Boss HP Bar” option has been removed. Boss HP bars and target HP bars are no longer displayed automatically.

  • Custom UI components now allow selection of Boss attribute bars and target attribute bars.

  • A character color indicator option has been added. When enabled, a colored ring appears beneath characters to distinguish different factions.

  • A new font rendering method has been implemented, resulting in clearer UI text.

  • A new “Character Menu Button Style” option has been added to the menu interface, allowing character buttons in the pause menu to be displayed as text buttons or portrait buttons.

  • A virtual button layout feature has been added, allowing users to customize the number and position of on-screen virtual buttons.

Map Event Updates

  • When placing events, a new option “Do Not Remove Event After Trigger” has been added. When enabled, the event will trigger again when the character re-enters the trigger area. If the event has been flagged as completed, re-entering the area will not reset or change the event’s state.

  • Vertical axis paths have been added to path settings, updating how vertical positioning of objects is handled. Objects and characters can now move along vertical paths, and characters will jump when moving along these paths.

  • An option “Allow Fast Travel to This Map” has been added. Only maps with this option enabled can be reached via fast travel from the map menu.

  • A new “Function – Camera Effects” object has been added, triggering camera effects when characters pass through its area.

  • The “Function – Camera” now supports switching between 2D and 3D camera modes.

  • The object selection window now supports displaying object layouts and allows switching the number of objects displayed at once.

Character Updates

  • An “Orbiting Objects” option has been added. When enabled in “Character – Appearance,” users can select different objects to float around the character. The initial update includes 26 orbiting objects.

  • A “Movement Afterimage” option has been added. When enabled in “Character – Basic Info,” the character leaves afterimages while moving.

Dialogue Updates

  • In normal mode, portrait positioning now supports positional adjustments, allowing users to customize portrait size and screen placement.

  • In normal mode, users can choose the layer priority between portraits and dialogue boxes.

  • When displaying information windows, if the text exceeds the window size, users can choose whether to continue displaying text or wait for page turning.

Event Updates

  • A new event “Show Map” has been added, allowing players to open the map during gameplay without opening the menu, with optional fast travel support.

  • A new event “Modify Map Markers” allows adding or removing markers on maps within the map structure system.

  • A new event “Check Faction” allows checking the number of alive units for different factions.

  • A new event “Inventory Management” allows switching between multiple inventory setups and managing them during events. Previous inventories are preserved when switching.

  • A new event “Image & Text Cutscene” allows creating cutscenes using images or videos combined with text.

  • The “Adjust Appearance” event now includes options for energy burst visuals, orbiting objects, and changing hair color, skin color, and outfit color.

  • The “Check Variable” event can now check the player’s remaining lives.

  • The “Adjust Parameters” event now includes a toggle for enabling movement afterimages.

Animation Updates

  • In hit detection settings, under “Attack-Type Hit – Impact Settings,” new options “Attack Clash” and “Push Back After Clash” have been added. These options allow attacks to cancel each other upon collision and create backward displacement.

  • A new hit type, “Healing-Type Hit,” has been added. This hit type can only affect characters of the same faction and can be assigned numerical values similar to attack hits.

  • New dynamic effect options have been added, allowing effects such as slow motion to trigger when a hit connects.

  • Z-axis volume settings have been added to hit detection.

  • Custom variable modification on hit has been added.

  • Special Terrain Updates

  • New terrain types have been added: Deep Pit and Deep Pit (Instant Death).

  • The slowing effect of mud terrain has been increased from 25% to 75%.

Skill Updates

  • In action game modes, active skills now include an option allowing them to be used while the character is hit or knocked down, provided the character is not under abnormal status effects. This allows skills to be used to break control.

  • Active skills now include hit rate and critical rate adjustment options.

Map Structure System Updates

  • Users can now configure up to five map structures. Each structure can have its own layout, title, and background. Players can unlock these map structures through area access or events.

  • Map structures can be set as initially owned and can optionally be fully revealed by default.

Game Mode Updates

  • Turn-based and auto-battle modes now include a battle trigger distance. When the distance between the player character and enemy units is below this value, combat will be triggered.

  • In SRPG mode, the size of battle grid tiles can now be configured.

Engine Updates

  • The Map UI in the game menu has been updated.

  • Combo effects have been updated so that damage numbers no longer stack when multiple characters attack the same target.

  • Background rendering under the 3D camera has been reworked.

  • Fixed issues where certain objects and backgrounds did not align properly with the ground in 3D mode.

  • Fixed an issue where close-up camera effects did not function correctly in turn-based mode.

  • Added afterimage effects during slow-motion dynamic effects.

Other Updates

  • The day-night system and shadow system have been updated.

  • Four new camera effects have been added.

  • A new message option has been added allowing users to choose between automatic scrolling or manual page turning when text exceeds the message window capacity.

  • A character shadow toggle has been added. When disabled, characters will no longer render ground shadows.

  • A “Default Room Color” option has been added. Changing this color replaces the default background color of all map scenes.

  • Video playback reliability and visual quality have been improved.

  • Additional built-in animation assets have been added.