Crystal Project Update: Version 1.4.6
Author: River Running Games,
published 1 year ago,
[h3]New features:[/h3]
[list][*]Added new option: Shared Input. Can be used to limit input to a single device.
[*]The save deletion and overwrite confirmation window now only needs to be held for 3 seconds and the window text is more clear about which button/key needs to be held.
[*]Slight performance improvement when loading new regions during exploration.[/list]
[h3]New modding features:[/h3]
[list][*]It is now possible to add custom sprites. To add custom sprites, enable the "Has Custom Content" checkbox in the Project Model Mod tab. When image files are added to the listed folders, press the "Refresh Custom Content" button for the new images to be recognized by Crystal Edit. Only .png format is supported.
[*]It is now possible to add/edit Animations.
[*]Added new status property: Priority. Of all current applied statuses, only those with the highest Priority will be visually represented on the character's sprite.
[*]The player's current coord can now be optionally shown in-game on the map screen to help with placement of new/edited entities. To enable this feature, navigate to the following folder:[/list]
[quote]Windows: %USERPROFILE%/Saved Games/Crystal Project/
Linux/Steam Deck: ~/.local/share/Crystal Project/
Mac OS: ~/Library/Application Support/Crystal Project/[/quote]
And create a new text file here called "system.ini" (ie, a new file beside the other files such as settings.ini and graphics.ini). Paste the following into the new system.ini file:
[code][System]
ShowCurrentCoordinate=True[/code]
If the system.ini file already exists, append the following to the end of it:
[code]ShowCurrentCoordinate=True[/code]
[list][*]Added Member Defaults section to the Project Model General tab.
[*]Converted DoublecastMPCostFlat to Flat_AbilityMPCost. Allows for adjusting the flat MP cost of any ability.
[*]Added Troop Grid.[/list]
[h3]Bug fixes:[/h3]
[list][*]Fixed issue where certain monster formations could become inaccessible during a randomized playthrough. Existing playthroughs will be fixed.
[*]Fixed error on Controls screen that could occur when certain input types were mapped.
[*]Fixed error when processing an ability with RandomStatus that didn't contain any Target Statuses.[/list]