#author("2026-04-30T15:39:14+09:00","default:admin","admin") #author("2026-04-30T15:40:07+09:00","default:admin","admin") *RPG Developer Bakin Update History [#sddd12b1] ---- *Ver. 2.4.0.1 4/30/2026 [#d41128ab] **Bug Fixes [#zeca6cb8] ***Events [#n7ceb022] - Fixed an issue introduced in Ver. 2.4 where, when using the subgraphic change panel via an event call before the map is displayed, the process would be skipped if executed at 0 frames (applied immediately). ***Map Editor [#sc495d67] - Fixed an issue where mipmapping was unintentionally applied, causing visual artifacts at the boundaries between cloud shadows and objects. With this fix, textures whose “Slice” property is set to something other than “Window” can now be used as cloud shadows without any problems. #br ''&color(red){(!)};''However, from a memory efficiency standpoint, we still recommend setting it to “Window.” ***Camera Tool [#r9be1bbe] - Fixed an issue introduced in Ver. 2.4 where the lower limit of the X angle in the camera tool was incorrectly set to -90 instead of -89.999. The upper limit has also been adjusted to 89.999. (Due to specifications, setting the angle to exactly ±90 prevents proper Y-axis rotation.) ***Resources [#edb7e086] - Fixed an issue where the motion removed from the list when deleting a motion did not always match the motion actually deleted from the data. - Fixed an issue where the UI for editing LOD settings in the “3D Stamps” property was referencing the LOD settings from the “Model” property. Along with this fix, an issue was also resolved where toggling the “Use LOD” property for 3D stamps was not properly reflected in the Map Editor. - Fixed an issue where the text color and background color of the LOD settings edit UI for 3D stamps/models did not support the dark theme. - Updated the LOD settings edit UI for 3D stamps so that LOD thresholds cannot be edited when “Use LOD” is turned off. ***Layout Tool [#f8610e3d] - Fixed an issue where, when using the system layout “Battle Status” with a party of 5 or more members, part of the display for the 5th–8th members incorrectly referenced the information of the 1st–4th members. The special formats \partyiconimage in the text panel and \partyhp / \partymp in the slider panel have been corrected. This fix does not affect users currently using this layout. #br ''&color(red){(!)};''If you are using a copied version of this layout and have a party of 5 or more members, please update the special formats of the following panels within the containers for Cast 1–Cast 4 in the Battle Status menu of the layout parts: --"Cast Icon" panel \partyimageicon[0]→\partyimageicon --"HP Bar" panel \PartyHP[x]→\PartyHP --"MP Bar " panel \PartyMP[x]→\PartyMP #br ---- *Ver. 2.4.0 4/28/2026 [#va4327d6] ***Shader Compilation [#v3aa2eb3] ''&color(red){(!)};''With the addition of the parallax mapping feature, when an object using a height-map–supported shader is displayed during editing, a one-time shader compilation will be performed for each shader. As a result, depending on the project, compilation may take some time. We appreciate your understanding. ** New and Improved Features [#v6e6acf3] **Shadow Maps [#p0a562c9] **Shadow Maps(Local Light) [#p0a562c9] ***Map Editor [#db5bcf0e] - Added “Shadow Map” and “Shadow Bias” to local light properties. Enabling Shadow Maps allows shadows to be cast by the local light. - Added “Max Spotlight Shadows” and “Max Point Light Shadows” to Map Settings Palette > Rendering Settings > Lights. Among the local lights with this feature enabled, shadows from up to 8 lights can be active (Point Lights ×4, Spotlights ×4). The number of active lights is automatically adjusted based on distance from the camera and shadow generation limits. ***Resources [#s3d12726] - Implemented a feature in the subgraphic's “Linked to Local Light” function that provides functionality equivalent to local lights placed on maps. ** Camera Z Rotation [#lfccb250] *** Camera Tool [#j406fdd0] - Added “Angle Z” to frame properties. *** Events [#b4aa0dd8] - Added “Z Rotation” to the “Change Camera Parameters” panel. - Enabled retrieval of “Z Rotation” in the “Camera Settings” under the “Advanced Variable Box Operation” panel. **“Multi-branch (by Variable Value)” Panel [#i1d35d40] ***Events [#z21830ae] - Added the “Multi-branch (by Variable Value)” panel to the Conditional Judgment category. Supports branching by variable values as well as string-based branching. If no default branch is set, and a value not assigned to any branch is received, processing in this panel will be skipped. **Cloud Shadows [#yd330a69] Added a feature to Rendering Settings that allows rendering moving cloud shadows projected onto the ground. ***Map Editor [#r2d52aec] - Added the “Cloud Shadow Texture” feature to Map Settings Palette > Rendering Settings. -- Up to two cloud textures can be specified. -- You can adjust texture, shadow density, scroll speed, and scroll direction. -- Added two cloud textures as defaults under Resources > Textures > reserved folder > Cloud. ''&color(red){(!)};'' Please set the wrap property of textures used for clouds to "Repeat". ''&color(red){(!)};''For now, set the slice property of the texture used for cloud shadows to "Window". &color(red){(Ver.2.4.0 Resources > Copy the cloud shadow in the texture reservation folder, save it to a different ID, and then change the "slice" property to "Window".)}; We are considering a separate response to this issue. **Parallax Occlusion Mapping [#n3692cf5] ***Resources [#idb0b966] - Parallax occlusion mapping is now supported. By assigning a grayscale texture to the “Height Map” slot in each shader under the “Material” menu, you can add a pseudo height difference to otherwise flat surfaces. The parameters “Height Scale,” “Parallax Type,” and “Invert Height Map” have also been added. ''&color(red){(!)}; This feature simulates height differences visually. Depending on the camera position and other conditions, visual artifacts may occur. - Added a brick wall decal for height map sampling to Resources > Decal Stamp in the preinstalled project "Basic Set". To use it, click the Add button in the Decal Stamp tree and select Basic Set from the "Ready-to-use" tab. **LOD(Level of Detail) [#i2dc8b15] Implemented a feature that switches LOD levels based on the height of the stamp relative to the screen height when displaying stamps using models with LOD settings. *** Resources [#f393dcc7] ''&color(red){(!)};'' These properties will only be shown for 3D model resources that have LOD settings enabled. - Added “Use LOD” and “LOD Model Switching Threshold” to 3D Stamps properties. - Added “LOD Model Switching Threshold” to Models properties. ***Map Editor [#keda74bb] - Added “Always Display LOD0 Model” to Map Settings Palette > Basic Tab > “Rendering Settings.” Even if a model is configured to use LOD under Resources > 3D Stamps, the LOD0 model will always be displayed. This feature is intended for cases such as indoor scenes where you may want to disable LOD switching. ** Find Usages for Common Events [#na925099] *** Map Editor [#lc5fc71c] - Added a “Find Usages” function to the context menu (right-click) of common events in the Common Event Palette. When common events are used for standard processes, this makes it easier to identify which events are calling them. ** Number of Steps [#d7272ba4] *** Database [#ya7f093c] - Added “Number of Steps (On Maps)” to “Removal Condition” in “State Definition.” - Added “Number of Steps” to “Trigger Interval Type” for the “Auto Damage (Map)” ability in “State Definition.” ***Other [#m8009198] - Changed the auto-damage interval for “Poison” on maps in the system project to “1% of max HP damage every 3 steps.” #br ---------------------------------- **Other Feature Additions & Improvements [#qeddb296] ***Events [#be2ae03d] - Added the “Change Camera Movement Range” panel. This allows you to modify the camera movement range configured under Game Definition > Move & Operation. - Added the following features to the “Display String as Image on Screen” panel: -- Selection of display priority -- Rotation of displayed text - Added support for sprite rotation in the “Display Image” panel. - Enabled image rotation in the “Move Image” panel. - Added “Member Change Screen” to the “Change Layout to be Used” panel. Using this feature, you can change the layout used for the party member switching function during battle. - Added a “Do Not Change” option to the “Orientation at the End of Move” section in both the “Make Event Walk to Specified Coordinates” and “Make Player Walk to Specified Coordinates” panels. - When using “Memorize Position” for events, it now saves not only position but also orientation. Changes to the “Memorize Position” property can be made in Map Editor > Placed List Palette under the event’s properties. (It can also be changed from the context menu when right-clicking the event.) - Updated the “Obtain Battle Information” panel so that the retrieved values for “Skill or Item Name/Tag of the Currently Acting Cast” are cleared each time. *** Database [#red51eb6] - In “Casts,” under the “Battle” tab > “Bare Handed Abilities,” added “Bare Handed Critical Hit Rate.” ***Layout Tool [#b9c3b46d] - Fixed an issue so that the splitter position in the Special Formats Insert Support Dialog is now remembered. If you expand the text input field, that state will be saved. *** Test Play [#m100ca4f] - Added an option to the Debug Window > “System Status” tab to check the battle camera set currently in use. *** Camera Tool [#n2f9dc92] - The state of the “Skip This Camera” property for battle cameras is no longer saved in save data. This makes it easier to use save data created with this feature enabled during test play when the feature is disabled. *** Resources [#b7a19c7f] - Updated particle emitter control to support hidden states of particles. - Enabled importing of FBX files that contain shape keys but no motions via the “Add” button in the 3D Stamps List. - When opening the “Asset Picker” from the “Add” button in each resource list, it now retains the previous display state. *** Top Menu [#b13c0d93] - Improved the visibility of the “Game Gallery” by separating it into Sample Project and DLC tabs. *** DLC: Localization Tool [#yd9a61a1] - Added the ability to collapse rows with many entries. - Improved the speed of filtering operations. #br **Bug Fixes [#f2d2d290] ***Map Editor [#eaffe5b4] - Fixed an issue where the Map Editor could become slow when "Show Terrain Attributes" was turned on. - Fixed an issue where the stamp thumbnail in the Stamp Palette could become inconsistent with the currently selected stamp. - Fixed an issue where changes to Environmental Effects (Map Settings Palette > Basic Tab > Rendering Settings) were not immediately reflected on the map. - Fixed the scrollbar behavior when vertically resizing the palette in the Map Settings Palette > Basic Tab. - Implemented a workaround for an issue where the check state of Common Event folders could change unexpectedly. - Improved the input method for "Shadow Bias" in Map Settings > Rendering Settings and in the Local Light properties under the Placement List. ***Battle [#t41c9a1c] - Fixed an issue where respawned monsters via events could appear at incorrect coordinates. The original coordinates and positions specified in the battle layout are now properly retained. ***Events [#qdcd2246] - Fixed an issue where the step count would increase while the player was riding a lift-type event. - Fixed an issue where, upon loading save data, if a cast’s assigned class had been removed, it is now set to “None.” - Fixed an issue in the “Add/Remove Party Member” panel where checkbox display states could become inconsistent. - Fixed a bug where executing the following panels immediately in the “Automatically Start” event (without inserting a clock symbol panel) caused processes that should take time to apply to be applied instantly instead: --“Change Display State of Player Subgraphic” / “Change Display State of Event Subgraphic” panels -- “Make Player Invisible/Visible” / “Make Event Invisible/Visible” panels -- “Apply Blend Shapes to Player” / “Apply Blend Shapes to This Event” panels *** Variables Used [#uc936329] - Fixed an issue where variables used as pointers for array variables were not listed. *** Database [#bc2dfda4] - Fixed an issue in Casts > Battles tab where assigning “Same Effect as Skill” to a battle command could cause an exception if the referenced skill had been deleted. - Fixed an issue where the ? help in the Enemy Party menu was not functioning. ***Layout Tool [#h1e1221b] - Fixed an issue in the system layout of the Input Bindings screen where the operation names for Menu/Walk Right/Left were swapped. ***Camera Tool [#h46276b5] - Fixed an issue where an exception could occur immediately after opening the camera tool depending on the state of the camera data. ***Resources [#y1d28ddd] - Fixed an issue in 3D Stamps where dragging and moving an empty folder in the list could cause an exception. ***Game Definitions [#ld02affb] - Fixed an issue where mouse movement and sensitivity values could not be entered for "Unassigned" under Mouse in "Key/Button Assignment." ---- *Ver. 2.3.1.3 4/15/2026 [#i965578f] **Bug Fixes [#rd4c9e3c] ***Resources [#m83a1283] - Fixed an issue in version 2.2 and later where subgraphics would sometimes interfere with the main model's movement during event transitions. ***Test play [#yc01aa0e] - Fixed an issue in version 2.3.1.0 and later where input was being detected even when the test play window was inactive. ***Map Editor [#g28c795c] - Fixed an issue where the folder check state would change in the Common Event Palette. *** Published Work Export [#d615030a] - Fixed an issue in versions 2.3.1.0 and later where right-clicking to open the context menu or cancel an operation was no longer possible in EXE files exported from Published Work Export. ***Others [#i8565876] - Fixed an issue in version 2.2 and later where unnecessary processes would sometimes remain after closing Bakin when it was launched from outside the Steam library. #br ---- *Ver. 2.3.1.2 4/10/2026 [#j59ca9be] **Bug Fixes [#i6810915] ***Test Play [#y4923e85] - Fixed an issue in version 2.3.1 and later where attempting to open the debug window during a test play session in non-Japanese versions would cause an exception. ***Resources [#odeea7eb] - Fixed an issue in version 2.3.1 and later where the motion list would sometimes appear empty in Resources > 3D Stamp Preview. #br ---- *Ver. 2.3.1.1 4/8/2026 [#na4223ed] **Bug Fixes [#z57af055] ***Layout Tool [#ade7b33e] - Fixed a bug where some Rendering Containers for which "Display Condition Switch" was not set were not displayed after Ver2.3.1. #br ---- *Ver. 2.3.1.0 4/7/2026 [#j19e3d05] ** New and Improved Features [#l68be815] ***Events [#jf1e9290] - Added "Act as Lift" to event sheet settings. When enabled, any player casts or events on top of this event will move together with it when it moves or rotates. This option is enabled by default. If it causes unintended behavior in your game, please disable it. - Event rotation is now applied to the positions of player casts and events standing on top of it. - In the "Add/Remove Party Member" panel, when selecting "nth of the Reserve", you can now remove that member from the reserve. ***Layout Tool [#o6e52496] - Added the special format \steps to display the Number of Steps. - Added the "Text Overflow: Ellipsis" option to text panels. When text exceeds the display area, the overflow will be truncated and shown as "...". **Bug Fixes [#u3df0d4a] ***Layout Tool [#z102b557] - Fixed an issue where the item filtering behavior using the following system tags was reversed on the “Free Layout for Event” screen, the “Item Selection” screen, and others. ''&color(red){(!)};If you are using this feature, we apologize for the inconvenience, but please update the "Management Tags for Items to be Displayed" property.'' --#armarmors --#headgears --#bodyarmors --#legarmors --#accessories - Fixed an issue where duplicate GUIDs (internal data) in layouts—caused by data from older versions—would trigger exceptions in the layout tool. In the current version, GUIDs are managed to prevent duplication; however, this issue was confirmed in some layouts created with previous versions, and has now been fixed. - Fixed an issue where layout parts with special coordinate tags "Enemy" or "Player" would not be displayed when a layout animation was applied. - Fixed an issue where a rendering container with display conditions set would still appear even if the conditions were not met, when a disappearance motion was configured. - Fixed an issue where sprite sound effects would still play even when hidden by the "Display Condition Switch". - Fixed an issue where exceptions could occur when rendering a rendering container with a mask applied. - Fixed an issue where using a variable in a special format parameter caused an exception depending on the value of the variable. ***Events [#sba83cc3] - Fixed an issue where changing the scale of a subgraphic model would not correctly update its collision. - Fixed an issue where the settings in the "Rotate Event" panel were not applied when "Orientation Control" in the event sheet was set to "Fixed" or "Free (Use Physics)". - Fixed an issue where the event's rotation angle could not be retrieved when "Orientation Control" in the event sheet was set to "Free (Use Physics)". - Fixed an issue where an exception could occur during battle when checking whether a critical hit had been triggered on a skill target. ***Resources [#p3c701e5] - Fixed an issue where the time required to open the stamp preview increased in proportion to the number of materials. - Fixed an issue introduced in Ver. 2.3 where textures used by particles were not included in the exported build if their file paths contained references to parent directories. ***Test Play [#p64821e2] - Fixed an issue where exiting full-screen mode would reset the window size of the in-editor test play. ***Game Definition [#v68ccf6b] - Fixed an issue where assigning multiple functions to the same mouse button in the "Assign Input Device" menu under Move & Operate would prevent them from being triggered simultaneously. ***Map Editor [#r2d148de] - Fixed an issue where an exception could occur when reopening the stamp palette. - Fixed an issue where changes to Environmental Effects (Map Settings > Basic Tab > Rendering Settings) were not applied to the map immediately. - Fixed an issue where reducing the vertical size of the Basic Tab in Map Settings caused some elements to become hidden due to the scroll bar position. ***Top Menu [#wc87aa7b] - Fixed an issue where incorrect graphic errors related to the previous project could be displayed when opening a different project after closing a project and returning to the Top Menu. *** Camera Tool [#ce22e342] - Fixed an issue where an exception would occur in the "Switch Battle Layout" dialog of the battle camera preview when 7 or more enemies were configured. *** Other [#q8c2e536] - Replaced the old special format for database description fields (xxxdes) used in system layouts (default layouts displayed with red names) with the new format (xxxdesc`[0]`). Applied the same fix to the corresponding parts in the sample projects listed below. -- Orb Stories --Battle Plugin Sample --Dungeon RPG Sample ---- *Ver. 2.3.0.3 3/24/2026 [#y92d8a77] **Bug Fixes [#xe1bb7d7] ***Events [#s2acfb26] - Fixed an issue where specifying mouse buttons as detection targets in the “Check Key Input” panel did not work correctly in Ver. 2.3.0.1 and later. - Fixed an issue where local variables could not be used as the source for “Distance” in the “Check Surrounding Collision Detection (Raycast)” panel. ***Database [#f1e6797b] - Fixed an issue where enemy party folder names could not be renamed. ***Resources [#nb8ef881] - Fixed an issue in Ver. 2.3 and later where some stamps did not function correctly with “Linked to Building Lights.” - Fixed an issue in Ver. 2.3 and later where footstep sounds assigned via “Terrain Assignment” in “Physics Settings” would not play. - Fixed an issue in Ver. 2.3 and later where selecting “Mesh” for simple collision in stamp settings and leaving the mesh selection empty caused an exception when moving maps or ending test play. ***Camera Tool [#n2017823] - Fixed an issue where an exception would occur when opening the camera tool if the cast displayed in the battle camera preview had been deleted from the database. ***Published Works [#p1b3ca12] - Fixed an issue where performance load increased on maps heavily using slopes and stairs, occurring only in exported (published) builds. ---- *Ver. 2.3.0.1 3/19/2026 [#y39a6b96] **Bug Fixes [#med17d5e] ***Events [#t0ccfeeb] - Fixed an issue where some key inputs could not be detected after adding the "Check Key Input" panel in Ver. 2.3.0.1 or later. ***Others [#re6e80e8] - Fixed an issue where an exception would occur when opening the database while using a language pack from Ver. 2.3 or earlier. - Updated the plugins/language/en-us.tsv language pack included as a sample for translation. ---- *Ver. 2.3.0.1 3/18/2026 [#m990e4f3] **Bug Fixes [#g1af7766] ***Resources [#scc9eac1] - Fixed an issue where, since Ver. 2.3, settings would not be applied when using "Installed Fonts" among font resources. ''&color(red){(!)};''Please note that when using installed fonts, if the player’s PC does not have the same font installed when the game is distributed, it will be displayed using the default font set in Windows. Therefore, if you plan to distribute your game widely, we recommend selecting fonts from OTF/TTF files. - Fixed an issue where opening a motion set would take an extremely long time when multiple models were using the same motion set. - Fixed an issue where an exception could occur, since Ver. 2.3, when setting Disable Nodes of a model in motion data. *** Enemy Party [#r305d0a0] - Fixed an issue where an exception could occur when creating a new enemy party depending on the data state of the battle camera set. This issue only occurred in projects where battle camera sets with duplicate names (which can no longer be created) already existed. - Fixed an issue where a description field with no current purpose was being displayed on the enemy party edit screen. *** Camera Tool [#ec6eef1c] - Fixed an issue where an exception would occur, since Ver. 2.3, when pressing the capture button (the button that launches the camera tool) at the top of the layout preview. *** Battle [#b07394d6] - Fixed an issue where using sprite-based stamps in battle could cause the battle to stop progressing, such as when taking damage. ***Events [#c4610eea] - Fixed an issue in the "Recover/Reduce Battle Cast's Consumption Status" panel where effects would not be applied to reserve members when "Entire Party" + "Include the Reserve as well" was selected as the target. - Fixed an issue in the "Make/Cure Battle Cast State Change" panel where effects would not be applied to reserve members when "Entire Party" + "Include the Reserve as well" was selected as the target. - Fixed an issue in the "Make/Cure Battle Cast State Change" panel where the "Motion When Applied" set in the database was not being reflected when a state was changed. - Fixed an issue, since Ver. 2.3, where the following would not retrieve correct input information when added to events: -- Retrieving camera operations, menu, and jump key inputs via the "Advanced Variable Box Operation" panel -- Retrieving the input states of "Action 1–3 (MENU)" via the "Check Key Input" panel *** Database [#j1bea844] - Fixed an issue where changes to cast/item names were not immediately reflected in the event editor for cast/item events. *** Map Editor [#daffcfee] - Fixed an issue where placing an event on terrain with elevation "0" (pressing the Q key after placement) would position it at a Y value of 0.25. ***DLC: Localization Toolkit [#ka025e48] - Fixed an issue where cells containing only numeric values would become blank when importing from Excel files. - Fixed an issue where translations for state change messages (e.g., MessageAlly) would become blank when reopening the dialog. - Fixed an issue where a progress bar was displayed during filtering, which instead increased processing load. - Fixed an issue where translations were not supported for "Habitat" and "Description" in Database > "Casts", as well as "Description" in "Items" and "Skills". - Fixed an issue where translations were not supported for the standby message in the "Specify Battle Cast Action" panel. - Fixed an issue where translations were not supported for enemy-exclusive battle events. ---- *Ver. 2.3.0 3/12/2026 [#ja15d425] ** New and Improved Features [#i74f5a42] **Enemy Party [#v6ec283b] ***Database [#ya401d94] - Added the “Enemy Party” menu. You can pre-create combinations and placements of enemies that will appear. You can also create unique battle events for each enemy party. Created enemy parties can be added to the map encounter settings or made to appear from events using the “Battle with Enemy Party” panel. ***Map Editor [#aa4df6e5] - When specifying appearing monsters in Map Settings > Enemy Distribution tab, you can now specify an enemy group. ***Events [#fa919aa0] - Added the “Execute Battle” panel. This panel is used to configure event battles with enemy parties. ***Camera Tool [#f6bce013] - When configuring battle camera settings, you can now specify the monsters or enemy groups that appear in the preview. The settings dialog can be opened from the battle layout switch button. **Conversation & Message Preview [#p366f71b] ***Events [#j8af4f67] - Added a feature to the Conversation, Message, and Ticker panels that allows you to preview how they will appear on the actual screen. Pressing the Preview button opens the Message Editor. By specifying layout data, you can check how the entered text will appear in the game. **Store-Related Feature Additions [#j02fbadd] ***Events [#t9d8c0d2] - Added the following features to the “Display Store and Check Results” panel. -- Price Adjustment Function --- Specify a percentage (%) rate of change from the price set in the Database --- Specify the price using a variable --- Specify the percentage (%) rate of price change using a variable -- Inventory Management Function When set to “Direct Value,” a local variable is automatically generated for the event at runtime. If a negative value is entered into the variable, stock becomes infinite. ***Layout Tool [#w9caa6ac] - Added the special format \shopitemstock to display the stock quantity of items in the store. **Cast / Item / Skill Description [#j089dca6] You can now set multiple descriptions for each database entry and display them from the layout. Text decorations and variable display are also supported. This makes it possible to change flavor text based on game progression or gradually unlock additional flavor text as the game advances. ***Database [#tdf3a727] - A new “Description” field has been added to the “Other” tab for Casts, Items, and Skills. --Up to five descriptions can be entered. The description field that previously appeared below the name of each entry has been removed. Existing descriptions have been automatically converted to Description 0 in the new system. --You can use Text Commands to add formatting such as bold and italics, or to display variables. ***Layout Tool [#q0f66d96] - A new special format command \(xxxx)desc[] has been added to display the database description fields. As a result, the previous command \(xxxx)des has been removed from the special format list. However, if you are already using \(xxxx)des, no changes are required. --For example, the previous \itemdes works the same as \itemdesc[0]. You can also pass variables as arguments in the special format: ---\itemdesc[\$[Variable0]] --The text panel has a limitation that only one decorated special format can be displayed at a time. Therefore, if you wish to display multiple description texts, such as \itemdesc[0] and \itemdesc[1], please use separate text panels. **Skill Critical [#x756bb8c] ***Database [#g59f0cc7] - A Critical category has been added to skill abilities, including the following new settings: --Skill Critical Rate --Additional Damage Formula --Critical Effect ---''&color(red){(!)};'' Skills without a “Skill Critical Rate” set will never trigger critical hits. ---''&color(red){(!)};'' If a skill’s behavior is implemented using Common Events, you must obtain critical hit information within the event (for example using the “Obtain Battle Information” panel) and handle damage increases or critical hit effects manually inside the event. ---''&color(red){(!)};'' Currently, critical hits can be triggered either within the common event called by the skill or using the battle event trigger “At the End of Action”. ---''&color(red){(!)};'' Please note that when a critical hit occurs, the “Critical Damage Rate” defined in Game Definition > [[Rules and Rendering]] > Status Related is multiplied at the end of damage calculation. - Two new customizable skill messages have been added to the Basic tab: When Skill Is Activated and When Critical Hit Occurs. If no text is set for these options, the text defined in Game Definition > Common Terms will be displayed as battle messages. - The “Critical Hit Rate (%)” ability in State definition now supports tag specification, allowing you to increase or decrease the critical rate of specific skills. - A new keyword “Critical Hit Check” has been added for use in formulas. This value will be: --1 when a critical hit occurs --0 otherwise ***Game Definition [#u103df19] - A new option “Critical Damage Rate Target Tag” has been added under Rules and Rendering. Critical Damage Rate is a multiplier applied to damage at the end of the damage calculation. This setting allows you to specify which tags the multiplier should apply to. By default, the #Skill tag is specified, affecting the critical damage of all skills. If you wish to apply this value only to physical attack skills, create a new tag in the Database and specify that tag in this field. **Feature Additions to Variable List [#r1b17800] ***Variable List [#vca18e7f] - Added and improved the following features. -- When double-clicking a row in the variable list to open the Event Editor, the panel/row that operates the variable is now focused. -- Added a context menu. If an event that operates a variable exists on a map, it can now be focused on the map, and the event name can be copied. ** Feature Additions to Cast Parameter Check View [#t4db61b0] *** Test Play [#q478d1cc] - Added and improved the following features in the Cast Parameter Check View: -- Added status display for reserve members -- Added the ability to jump by cast unit or group unit -- Horizontal scrolling with mouse wheel button drag -- Save Option menu settings -- Disable key input on the Test Play window while active --------------------------- ***Events [#j4f7069b] - Added logical OR to the Event Sheet's condition panel. You can now set conditions to execute the Event Sheet when either A or B occurs. - Added negative-form options to the string condition panel in the Event Sheet. The following options have been added: “Is Not Equal To”, “Does Not Start With”, “Does Not End With”, and “Does Not Contain”. - Added the ability to specify variables for the random number range when “Random” is selected in the “Advanced Variable Box Operation” panel. - Added the "Number of Steps" option to the "Advanced Variable Box Operation" panel. The application of steps to conditions for state release will be implemented in a future update. - Added the ability to obtain the “Management Tag” of equipped items in the “Advanced String Variable Operation” panel. - When retrieving key input in the “Check Key Input” panel or the “Advanced Variable Box Operation” panel, you can now choose whether to use the key assigned to “MENU” or “WALK”. - Added an option to ignore differences of up to n decimal places in the “Check Variable Box” panel. - When using “Display Item Selection Screen”, you can now skip selecting the target of item usage. --This update enables [[the functionality implemented in the Layout Tool:https://rpgbakin.com/pukiwiki_en/?Update+log#gddf150f]] in Ver. 2.2 to also work when accessed through the Event Panel. #br In the Submenu Container of the Item Selection Screen, set Action to "Display Item Target Selection" and Layout to be Opened to "None" to skip the target selection step. #br However, with this method, the item will be used without confirming whether the player actually wants to use it. Therefore, it is recommended to create a layout in the Item Target Selection Screen that allows the player to confirm whether to use the item or not. - Added a “Restore Default” function to the “Change Layout to be Used” panel. - Added the ability to define label names as strings in the “Label Definition” and “Label Jump” panels. In addition, when using a fixed-value label jump, the destination is now displayed in the Event Editor. - Added a feature to the “Check Surrounding Collision Detection (Raycast)” panel that allows you to retrieve the distance to the hit point. -Added the ability to specify the destination using relative coordinates in the “Make Player/Event Walk to Specified Coordinates” panel. - Added apostrophes and double quotation marks (opening and closing quotes) to the line-end prohibition rules for messages. - Reorganized the handling of BGM and BGS (environmental sounds) fade behavior. --When starting or stopping BGM/BGS from an event (0 seconds = immediate reflection), any previously running fade will be cleared (previously, fades were prioritized). --When starting or stopping map BGM/BGS, any previously running fade will be cleared (previously, fades were prioritized). --However, if map BGM/BGS is set to “Maintain”, the fade will continue (unchanged from previous behavior). --In all three of the above cases, “Play Fanfare” will be interrupted (unchanged from previous behavior). - Added the ability to specify the nth reserve member in the “Add/Remove Party Member” panel. - Added party-wide/reserve-wide specification to the “Make/Cure Battle Cast State Change” panel. - Added party-wide/reserve-wide specification to “Recover/Reduce Battle Cast’s Consumption Status”. ***Layout Tool [#cb1295f2] - Improved the selection UI in the “Actions” option of the submenu container so that the actions available for the current screen are clearly identifiable. - Added the ability to change the font used for display in the properties of Spin Panel and Slider Panel. - Fixed an issue where importing a lyrbr file while the logical resolution differs from the file’s assumed resolution now opens a confirmation dialog asking whether to convert it. A lyrbr file is a layout data file exported from Bakin. ***Gameplay [#g74d4b41] - Improved Party Train processing so that party members no longer stop midair when falling and do not easily regroup midway on stairs. - Implemented a push-out process for Non-Traversable Terrain. You can specify Non-Traversable Terrain in Resources > Terrain Properties. This process prevents the player from being pushed into Non-Traversable Terrain by events. However, if the player is embedded in Non-Traversable Terrain by one grid or more, no corrective action will be taken. ***Database [#rbbfd4fc] - Casts > Equipment and Abilities tab > Added an “Edit Parts Types” button to “Initial Equipment,” which opens a dialog for editing equipment type definitions. Settings that are only used under specific conditions have been consolidated into this dialog. - Casts > Battles tab > “Battle Command Menu” > Added “Same Effect as Skill (Consumption)” to “Function to be Assigned.” When a command with this function is used in-game, the associated skill is activated and the elements set for that skill (such as MP) are consumed. - When selecting a skill in the Skill List, the tab containing configured abilities or “Effect When Used” is now automatically selected. If both ally and enemy effects are configured, the Effect on Allies tab will open. - Added a Show/Hide option for the change value of the Consumption Status in the skill’s “Damage to Consumption Status” ability. After adding the ability, specify Show/Hide in the detailed settings section. - Added a note to the item Motion settings field indicating that it is used during weapon attacks. ***Map Editor [#q6015e9b] - Added new functionality to “export terrain as model.” This feature is available from the right-click menu (context menu) in the Map Editor. -- After exporting a model, it is now automatically registered as a stamp and can be placed on a map immediately. -- Implemented the “Render the Same as Terrain” option. When enabled, the exported model will use the same shader (map_terrain) as the terrain. If you are exporting terrain as a model for use, please enable this option. (Default: On) #ref(./Terrain_FBX_Export.png,70%) #br - Applied the Random Tile feature to the Fill Tool. -- This feature can be executed with "Ctrl + Alt + Fill." -- When filling, the ground will be painted using terrain assets that share the same tag as the selected “Terrain,” chosen at random. -- Terrain tags can be set in Resources > Terrains. -- This Random Tile feature can also be used with the Pen Tool. - Added a shortcut key to place stamps with their origin aligned to the ground. To use this feature, hold Shift + Q while placing a stamp. When placing the stamp, it will be positioned so that the bottom of its collision aligns with the ground. (After placement, pressing the Q key will align the stamp’s origin to the ground.) This feature was added to accommodate cases where users want to place stamps with their origin aligned to the ground. - Added new features and improved behavior for the Placed List. -- Added “Type” to the filter criteria. As a result, the Placed List tool area (where filter buttons and similar options are located) has been expanded to two rows. -- Improved the filtering behavior for Locked and Hidden entries. -- Improved the processing speed of the Batch Rename feature. Also improved the speed when renaming multiple selected elements from the Properties panel. - It is now possible to change the size of symbols such as events in the Map Editor. This can be configured from the following menus: --- Map Editor Top Menu > Functions > Configuration > Tools --- Map Settings Palette > Editor Settings tab - Updated the layout of the Basic tab in the Map Settings Palette. The Terrain Texture Settings section is now collapsible. Additionally, the Terrain Texture Settings section is now collapsible in the dialog that appears when adding a new map from the Map List. - Improved the responsiveness of selection and other operations within the Map Editor. In particular, performance has been improved when selecting grouped objects. ***Game Definition [#y009bf89] - In System Resources > Default Font Settings, you can now specify the font used to display “Miss” during battle. - In System Resources > Battles, added a feature that allows the “Miss” display in battle to be shown using a specified image. If no image is specified, “Miss” will be displayed using the designated font. ***Test Play [#ff43eb0a] - When starting Test Play while a debug dialog or similar window is open, focus will now remain on the main Test Play window. - In Battle Test, when defeated by an enemy, the game will now proceed to the next battle without requiring the Confirm button to be pressed. - In the feature that launches Test Play while performing a quick load of Map Editor save data, you can now attach notes to the save data you wish to load. Right-click the save data name to open the memo entry field. This feature is intended to improve Test Play workflow efficiency by allowing you to leave brief notes about save data contents. #ref(./QuickLoad_memo.png,70%) #br ***Resources [#m13ffb31] - You can now select multiple 3D Stamps in the list and change their materials in batch. The same operations available in the “Models” menu can now also be performed in the “3D Stamps” menu. - Added “Emitter Control” to the particle properties. This feature affects data where the particle emission position (the “Inherit Position” property) has been set in Effekseer. - Improved the texture search process when importing Effekseer effect (.efk) files. - Even if the texture path specified within an .efk file is an absolute path, textures will now be copied correctly as long as they are located in the same directory level or a subfolder of the .efk file. - Adjusted the Material settings section so that when using the mouse wheel, the shader description field no longer processes the wheel event. ***Camera Tool [#dcb7bb80] - Improved the selection method when editing cells across multiple frames. You can now select multiple frames and change the Number of Frames (the time it takes to transition from that frame to the next frame) for them all at once. *** Sprite Tool [#rc4016d2] - Improved the speed of value changes when using the mouse wheel in numeric input fields. *** Game Engine [#w1bf4b56] - Implemented measures to address memory leaks in the runtime engine. - Added and improved functionality to ensure decals are rendered regardless of camera position. However, please note that larger decal volumes will result in higher shader load. ***Plugins [#gd7d00be] - Following the steps below will allow you to reload a map. mapScene.mapDrawer.setRomImpl(mapScene.mapDrawer.mapRom, true, false, true); mapScene.mapDrawer.recreateCollisions(); ***Sample Project [#iaf75254] - Added Skill Sample Project to the Game Gallery. It contains sample skills created using common events, battle events, and database functionality. - Adjusted lighting and other elements for the Grim Reaper stage in the “REINES DU SABBAT” project. ***Assets [#e533e3e0] - Replaced some particle resources in the preset projects “BasicSet” and “Effect Pack” with ones compatible with “Emitter Control”. - Added attack animations to the dragons in the preset projects “2D Cast Assets,” “Basic Set,” and “Orb Stories.” ***Manual [#c45e37c7] - We have published documentation for creating shaders. Please use it to create your own custom shaders. ***DLC: Localization Toolkit [#r927856c] - Added a feature to open the Event Editor from the right-click menu of event-related rows in the Usage Locations list. - You can now right-click a message row to preview how it will actually appear on screen. - Implemented a feature in the Test Play menu bar to retrieve and add the currently displayed conversations, tickers, and messages. - Added a Note field. You can also assign sequential numbers from the right-click menu of the Note field. Please use this to help adjust the ordering during localization. - You can now change the target localization language from the right-click menu of the column header. - The Localization Editor now remembers its UI layout (window position, size, grid width, etc.). - The expanded/collapsed state of the tree view is now preserved. --------------------------------------------- **Bug Fixes [#bfe9cdd9] ***Events [#i8ad8043] - Fixed an issue where collision remained at the original location when a map transition occurred during an event that had "Pass Through Player/Events" enabled. - Fixed an issue where "Check Collision Detection" in the "Change Player Y Coordinate" panel would still react to events that had "Collide with Player" turned off. - Fixed an issue so that when subgraphics are shown or hidden by an event, their collision is now properly enabled or disabled accordingly. - Fixed an issue where using the "Attach Model to Cast" panel would reset the player model. As a result, motions will now continue playing smoothly without interruption when a model is attached. - Fixed an issue where using "Display Effect" on the first line of an event sheet set to "Automatically Start" in a map event would generate duplicate effects. - Fixed an issue where, when using slice animations with a scale other than 100% as conversation graphics, only the vertical scale would revert to 100% when the image disappeared at the end of the conversation. - Fixed the “Obtain Battle Information” panel to assign MISSED if all skill hit checks result in misses. - Updated the "Wait Specified Time" panel so that when "0 seconds" is specified, the summary now displays "Wait For Next Frame". This change prevents misunderstandings that there is no wait when "0 seconds" is shown. - Fixed an issue in the Event Editor where Undo would trigger while editing an event panel. - Fixed an issue in the Common Event Editor where, depending on the steps taken to switch events during editing, the currently edited panel’s contents were not properly finalized. ***Battles [#dd8d911d] - Fixed an issue where the total wait time of the Damage motion during battle was calculated based on the stamp’s wait/battle_wait length. - Fixed an issue where, if different disappearance effects were set for multiple enemies, only the effect of the last spawned monster would play. - Fixed an issue where the target index of an enemy with "resistance to skill abilities" could not be obtained from events. - In map battles, defeating an enemy whose cast "Category" was set to "Both" now correctly adds EXP and Money in Possession. - Fixed an issue where enhanceable consumable items would remain in the battle item selection even after their quantity dropped to zero during combat. - Fixed an issue where attack power altered by a “state” was not being applied to the total attack power in the calculation formula. ***Layout Tool [#i3920a16] - Fixed an issue where status change values were not displayed when selecting "Remove" while an item was equipped. - Fixed issues related to the "Initial Value" setting in spin panels under submenus configured with the action "Change the Value of a Variable": -- Fixed an issue where the initial value was not applied even when set. -- Fixed an issue where pressing the "Restore Defaults" button did not revert to the initial value. - Fixed an issue where the mouse-over detection area in preview did not correctly match the scaled size when a scale was applied to a layout element. - (Chinese version only) Fixed an issue where some action names in the submenu container were incorrect. *** Test Play [#nee094e5] - Fixed an issue where selecting "New Game" on the title screen could start the game with values modified in the debug dialog’s variable list still retained. - Fixed an issue where the collision display for event subgraphics would not appear in the optional collision display unless displaying object collisions was enabled. ***Gameplay Issues [#t6f9a667] - Fixed an issue where the position of 3D sounds was not updated during camera playback. ***Resources [#uc2a2893] - Fixed an issue in the 2D resource import dialog where, when importing multiple motions at once, only the settings for the first motion in the list were applied, and the others were not reflected in the imported resources. - Fixed an issue where dropping an image file from the Explorer to import a resource did not update information according to the "Direction Order" property settings. - Fixed an issue where an unnecessary stamp was created when a particle that had already been added was dropped from the Explorer. - Fixed an issue where switching the selected slice animation to another slice animation in the Asset Picker incorrectly enabled the add/remove buttons in the motion list. - Fixed an issue where the motion from before the update would sometimes play when updating the resource model. ***Game Definition [#i4b9183a] - Fixed an issue where, when selecting the player in the Map Editor and changing the start position in the Start Settings, the player’s position would move but the manipulator’s position would not update. - Fixed an issue in the Common Terms / Text Replacement Tool where elements that had already been deleted were still displayed. ***Database [#n3db3fdf] - Fixed an issue where editing the contents of the "Details" dialog for item, skill, or state effects did not correctly apply changes when multiple parameters were modified at the same time. ***Map Editor [#z5fb51b6] - Fixed an issue where entries might not display correctly when filtering by multiple conditions in the Placed List. - Fixed an issue where the stamp list was not cleared when unfiltering terrain stamps in the stamp palette. - Fixed an issue where empty slots created when deleting registered monsters in the Map Settings > Enemy Distribution tab were not being removed. - Fixed an issue where the "Show Terrain Attributes" feature was not updated when changing the map size or pasting terrain. - Fixed an issue where objects in the Uncategorized category in the stamp palette could not be found in the Placed List tree after being selected with the eyedropper tool. ***Camera Tool [#l677329e] - Fixed an issue where terrain height was not reflected in the Battle Camera preview on the first use. ***Variable List [#e29ae6b3] - Fixed an issue where switching the event editing mode in the Event Editor opened from the Variable List would cause the variable list to disappear. ***Others [#kfbd6c17] - Fixed an issue where the folder structure of variables was not copied when copying events between projects. - Updated the system to display an error dialog when loading a plugin DLL fails. ***DLC: Localization Toolkit [#w8595150] - Fixed an issue where button colors were difficult to see when displayed in Dark Theme. ---- *Ver. 2.2.1.2 2/18/2026[#c75081bf] **Bug Fixes [#ra5d617f] ***Layout Tool [#vc70f609] - Fixed an issue where an exception could occur at the start of layout display when using multiple scrollable menu containers during gameplay. - Fixed an issue where a menu container with page switching would return to the first page during fade-out. - Fixed an issue where fade-in/out effects would not apply when text color was set for ticker. ***Resources [#jd2c3e2c] - [Chinese environment only] Fixed an issue where the slice animation setting "No Billboard Processing" was not displayed. ***Events [#n528850f] - Fixed an issue where an exception could occur when toggling Party Train on/off at the moment a battle starts. - Adjusted so that when a stamp is removed in the next conversation after a dialogue, it fades out in the same direction as the previous one, regardless of the “Flip” setting. ***Gameplay Issues [#ldade802] - Fixed an issue where the background color of cast thumbnails on layouts could become opaque when starting a test play after opening the database or other tools in advance. ***Camera Tool [#yb51bd2c] - Fixed an issue where light source settings configured in the camera were not saved in the save data. ***Other [#ue664ce1] - Fixed an issue where the function to open the log might not work correctly when a graphics error occurs during test play or tool execution. ---- *Ver. 2.2.1.1 [#a114303f] ** New and Improved Features [#hf5b0b03] ***Gameplay Issue [#vc865202] - Improved memory usage efficiency for collision data of maps that are no longer needed while the game engine is running. **Bug Fixes [#bb586c01] ***Test Play [#xca04a1c] - Fixed an issue where damage caused by enemy casts’ “States” was not applied correctly when using “Always Max HP and MP in Battles” in the Debug Window’s Change Settings tab. ***Resources [#z7f2c28d] - Fixed an issue where resources could not be imported correctly from a different DLC if a resource with the same filename had already been imported from another DLC. - Fixed an issue where resources included in the BasicSet or system resources were not added correctly when importing resources from DLC. - Fixed an issue where thumbnails were sometimes not displayed when selecting a DLC in the Asset Picker while adding resources. - Fixed an issue in the import dialog for importing 2D images as pattern animations where, when loading multiple files at once, settings such as sRGB were only applied to the first loaded image and not to the others. ***Sprite Tool [#o81a6bde] - Fixed an issue where an exception occurred when clicking the Position Change Method while all frames of a layer were selected. - Fixed an issue where changing some properties while multiple frames of a layer were selected caused all properties to be changed. - Fixed an issue where an exception occurred when selecting all frames of a layer that contained frames without images and assigning an image via the Properties panel. - Fixed an issue where the frame count field was not disabled in the properties of the final frame of a layer. *** Camera Tool [#s27ce605] - Fixed an issue where the frame count field was not disabled in the properties of the final frame of the camera. ---- *Ver. 2.2.1 [#d297f27d] **Bug Fixes [#u804298b] ***Gameplay Issues [#ufc28d9d] - Fixed an issue where the execution engine would occasionally crash when moving between maps. - Fixed an issue introduced in Ver. 2.2 where it was not possible to swap the last remaining party member with a reserve member on the Replace Members screen. - Fixed an issue where the cursor would not appear on the newly added menu container at the destination after moving a party member to the reserve on the Replace Members screen. - Fixed an issue where the text “Move to Party” was not displayed on the Replace Members screen during battle. ***Database [#v7a47ab5] - Fixed an issue introduced in Ver. 2.2 where the selectable layouts for “Skill” and “Item” were reversed in Casts > Battle tab > Battle Command Settings. - Fixed an issue introduced in Ver. 2.2 where the “Attachment Bone” field in the equipment slot could no longer be edited in Database > Casts > Equipment and Abilities. ***Common Event Editor [#ieb28d22] - Fixed an issue in the Common Event Editor where the currently edited event panel is now always properly confirmed when switching to editing another event. ---- *Ver. 2.2.0.2 [#r92599f6] **Bug Fixes [#c9cf5a32] ***Sprite Tool [#m435d583] - Fixed a bug where an exception occurred when attempting to use PixelSlice images in the Sprite Tool starting from Ver2.2. ***Camera Tool [#q1a2302b] - Fixed an issue where, starting with Ver2.2, opening a frame with the camera's gazing point set to an event in the Camera Tool would reset the gazing point back to “Player”. ***Layout Tool [#gabb1fdf] - Fixed an issue where lines were drawn at the edges when using images with NoSlice and FILL_REPEAT settings in layouts starting from Ver2.2. ***Sample Game "REINES DU SABBAT Queen of Sacrifice."(rev.72847) [#e3249fc5] - Translation revisions for text, organization of project data, modifications to the Input Bindings screen, and event adjustments were performed. ---- The following issues have been resolved as of ver2.2.1. %%''&color(red){(!)Caution};'' %% %%Since Ver. 2.2, there have been rare reports of the game crashing when moving between maps. We are investigating the cause and considering countermeasures. %% %%As a temporary fix, please try setting the CCD Radius Coefficient to “0” under Game Definition > Move and Operate > Movement.%% %%We apologize for any inconvenience caused. %% ---- *Ver. 2.2.0.1 [#je82334a] **Bug Fixes [#ud1674bf] ***Events [#ffeeb17f] - Due to the fix listed below that was implemented in version 2.2.0, the behavior during execution of the event sheet “On Disappear” had changed. Considering the impact on existing projects, we have reverted this fix. ---Fixed an issue where an event’s collision would remain for a short time after the event itself disappeared, when disappearing due to “Elapsed Time” as set in Database > Casts > Others tab > Events Disappearing Conditions. ***Resources [#a2056a5b] - Fixed an issue where the default value of Textures/Images > Import File Common Settings > Direction Order, which was newly added in Ver. 2.2, was incorrect. As a result, when image files were reimported using Update Information without changing the setting, the lower half of the image would be imported with the top and bottom flipped. If you have imported images after changing the above property since Ver. 2.2, the settings for this entry will be reset once, so please reconfigure them. ''&color(red){(!)};'' Import File Common Settings are applied when reimporting the original image using the Update Information button. ***Layout Tool [#t5e9b540] - (English version only) Fixed an issue where some layout properties could not be edited when using the tool in English. ---- *Ver. 2.2.0 [#g878d4ce] ** New and Improved Features [#ef919753] **Reserve Member [#l18c2160] ***Game Definition [#i94e7646] - Added “EXP Calculation Formula (Reserve)” under Rules & Rendering > Status. The default value is exp*0, meaning reserve members do not gain EXP. Setting it to exp*100 allows reserve members to gain the same EXP as active members. - Added the “Swap with Reserve on Party Wipe” feature under Rules & Rendering > Battle. When enabled, if the active party is wiped out but there are surviving reserve members, they will automatically swap in, allowing the battle to continue without a Game Over. - Added the “Maintain Formation After Battle” feature under Rules & Rendering > Battle Effects Related. When enabled, any party formation changes made during battle will persist after returning to the map screen. This also disables the “Disable Rearrange” setting in Database > Casts. - Added a “State Removal Conditions Progress” switch under Rules & Rendering > Reserve Related. This allows you to configure whether state-removal conditions progress for reserve members. ***Events [#xcf558b5] - Added a feature allowing reserve members to be designated as targets for panel effects in the panel below. --[Status Category] ---Change Cast's Equipment (Battle Support) ---Change Cast Status (Battle Support) ---Change Cast's Class (Battle Support) ---Make/Cure State Change (Battle Support) ---Increase/Decrease EXP ---Learn/Forget Skill ---Fully Recover Party --[Party Category] ---Rename Party Member --[Player Category] ---Change Cast Graphic (Battle Support) ---Attach Model to Cast --[Conditional Judgment Category] ---Display Inn and Check Results ---Check the Learned Skill ---Check Party Cast ***Database [#l95e0a20] - Added “Switch Members” to Casts > Battle Command Settings. This allows you to assign a command that lets players switch with reserve members during battle. - Added “All Allies (Including Reserve)” to the target options under Skills > Skill Effects > Effect on Allies. With this option, skills such as full-party HP recovery can now also include reserve members as targets. ***Changes Related to New Reserve Member Features [#sbd0208e] - Marked the “Recover/Reduce HP or MP” panel as deprecated. The panel will continue to function, so you may keep using it if you already do. For future use, please switch to the “Change Cast Status” panel. - Adjusted map behavior so that reserve members no longer receive slip damage, matching battle behavior. **Party Menu Related [#g1f769a4] ***Game Definition [#qa40425e] - Added “Show ‘Escape’ Command” under Rules & Rendering > Battles. This allows you to remove the “Escape” command from the battle command list. - Added “Trigger Cancel Event with Party Leader” under Rules & Rendering > Battle Effects. When the party leader (the first active member) performs a cancel action during their turn, the specified event will run if configured. Set the event trigger to “Every Turn.” ***Events [#j5a01c8d] - Enabled executing the “Escape” action using the “Specify Battle Cast Action” panel. - Added the “Show Party Switch Screen During Battle” panel to the Battle category. #br This is intended for use with Free Layout for Event screens where you design a custom party menu layout and call it during a battle event. Please refer to the [[Party Menu:https://rpgbakin.com/pukiwiki_en/?Creation+Tips#f071ad85]] for Creation Tips. Possible menu functions include the following: --An option that calls a common event which executes the “Escape” action via the “Specify Battle Cast Action” panel (remove “Escape ” from the battle commands.) --An option that switches party members using the “Show Party Switch Screen During Battle” panel. --An option that opens a status screen. **Solo-Member Party [#qac2bd5a] ***Layout Tool [#gddf150f] - Skills, items, and status actions can now be executed without requiring the user to select the activator beforehand. This makes the UI more natural in games designed around a “solo adventure” experience. --If no destination layout is specified, the action is now executed immediately. --In the target-selection layout, behavior is now determined by the “Action” set in the submenu container: ---“Confirm Selection” executes the action and closes the menu. ---“Cancel Selection” closes the menu without executing (same behavior as closing with the ESC key). #br For example, here is a typical flow for using a skill. Please refer to the [[Simplifying the Item/Skill Usage Flow in Solo Party Games:https://rpgbakin.com/pukiwiki_en/?Creation+Tips#o69a964a]] for Creation Tips. 1. In the main menu, set the submenu container for skills to “Display Skills to be Used” to show the Skill Selection screen (skipping the Skill Activator Selection screen). 2. In the Skill Selection screen, set the submenu container action to “Display Skills Used” to show the Skill Target Selection screen. 3. In the Skill Target Selection screen, create menu options such as “Use Skill” / “Cancel.” Assign “Confirm Selection” to “Use Skill.” Assign “Cancel Selection” to “Cancel. ---- ***Layout Tool [#o78aa612] - Added the \savevar special format, which allows displaying variable values stored in save data. This can be used, for example, to store progress text in a variable and display it on the save file selection screen. - Added the following new special formats: -- Display equipment slot names -- Display money at the time of saving -- Display the Class/Subclass levels of party members in save data -- Formats related to Store selling prices - Added a new setting to the layout properties of the “Free Layout for Event” screen that prevents the layout’s key handler from responding while a message is being displayed. You can choose whether message processing or layout input takes priority. - Enabled sorting functionality in the layout properties of the “Store – Sell” screen. -Added “Disable Camera Operation” to the layout properties of the “Menu” screen and “Free Layout for Event” screen. When enabled in the Menu screen, it prevents in-game camera movement from changing while assigning keys for camera operations in the Input Bindings screen. - Added “Variable to Assign a Selection Result” and “Variable to Assign a Selection” to the layout properties of battle-related screens. - Added new system tags for “Skills Available in Battle” to the “Filter by Tag” layout property. - Images set in rendering containers can now use a single slice from images configured with Pixel/Count slicing in Resources > Images > Slice. - You can now directly type special formats and tags into property input fields. Clicking the arrow icon opens a dialog to assist with inserting special formats. - Improved the UI of the layout export dialog. - Optimized processing when selecting equipment items on the Equipment Item Selection screen. - Optimized processing when selecting save data on the Save File Selection screen. - Improved rendering performance when using images with the “Repeat” FillType property in Resources > Images as layout graphics. ***Events [#z44df292] -Added the “Make Display Color for Hidden Areas Invisible/Visible” panel to the “Player” category. - Added the “Change Player Jumping Strength” panel to the “Player” category. - In the “Display Image” panel, you can now choose whether sprite animations loop during playback. - The “Select from Selection and Check Results” panel now supports creating a selection with only one choice. - In the “Display Conversation” panel, it is now possible to configure conversations where neither participant speaks. To use this feature, simply turn off both speaker checkboxes. - The “Advanced String Variable Operation” panel can now retrieve information during battles. - Added an option in the “Specify Battle Cast Action” panel to set a custom message when a cast performs the “wait” action. - Moved the “Change Cast’s Equipment” and “Change Cast’s Class” panels to the “Status” category. - Improved performance of the Event Editor in large projects. ***Database [#h06366d1] - Added a “Correction Target” column to Casts > Equipment and Abilities > Initial Equipment. - Added the “Multi-Weapon Modifier: mwm” keyword to formula expressions. With this, you can specify which values are multiplied by the “Multi-Weapon Modifier” set in equipment. When “Use a Formula” is selected as the “Correction Target,” the value of “Multi-Weapon Modifier” is assigned to the formula keyword mwm. ***Resources [#kcc69fa6] - Added a button to the Delete Asset dialog to toggle all selections at once. - Improved processing speed when changing the selection of many resources at once in the Delete Asset dialog. - Blendshape playback now also affects subgraphics. - Added Import File Common Settings to the Textures/Images properties. This feature allows you to change settings such as how imported slice animation images are sliced, and the direction order of character images, even after the import. ''&color(red){(!)note};'' Please note that settings made in this property only work when the Update Information button is pressed. ***Game Definitions [#i4b4595c] - Added an option to select “None” in System Resources > Battle Command Related > Numbers for Damages. - In Move & Operate > Assign Input Device, changing key assignments now also resets the corresponding in-game assignment data. ***Camera Tool [#c817dea3] - Added support for selecting multiple frames on the timeline using Shift + mouse click. - Enabled batch editing of property values when multiple frames are selected. A “Number of Frames” field has been added to the property section for multi-frame editing. - Enabled copy & paste while multiple frames are selected. - When pasting camera data into a battle camera, it now behaves equivalently to “Overwrite This Entry.” ***Sprite Tool [#m20cd166] - Enabled batch editing of numeric properties when selecting multiple frames within the same layer. When multiple frames are selected, adjust the “Number of Frames” value in the property section on the right. ***Tool UI [#o02f7288] - Added a zoom function to previews for specifying positions and areas on the map, such as in the Camera Tracking Range Settings dialog. ***Other [#z5c35d4a] - Added Simplified Chinese and Traditional Chinese versions of the readme file generated in the project folder when publishing a work. ***Sample Game [#p67c754f] - Added “REINES DU SABBAT Queen of Sacrifice. ” as a new sample game. **Bug Fixes [#o290556c] ***Layout Tool [#k45546ce] - Fixed an issue where special formats for displaying the skills a cast learns no longer worked on the Picture Book screen since Ver.2.1. - Fixed an issue where containers set to “Hide when Menu is Opened” could still appear due to the Display Condition Switch. - Fixed an issue in the Party Switch screen where cancel information was written to variables before the cancel action was actually completed. - Fixed an issue where the length of sliders displaying consumable statuses could differ between maps and battles. - Fixed an issue where tag-based filtering in the “Select Cast” screen (e.g., when using a skill) was not correctly applied to reference values in slider panels within submenu containers. - Fixed an issue where displaying a menu container in-game could cause an exception if all submenu containers had “Disable Auto Assignment Container Management Number” enabled and the cursor target was specified. - Fixed an issue where using an image with the “Maintain Aspect Ratio of Frame” property enabled in Resources > Images as a slider background could cause rendering errors. - Fixed an issue where status icons for the selected cast could not be displayed when opening the status screen during battle. - Fixed the following issues related to the “Save File Selection” screen: -- Performance slowdown when moving the cursor -- Some parts not updating correctly when switching pages -- Sliders not displaying properly in certain cases - Fixed an issue where \dictionaryskillname-related special formats were not shown in the Special Formats Insert Support dialog. - Fixed an issue where checking “Disable Auto Assignment Container Management Number” in a submenu container caused incorrect display only in the preview. - Fixed an issue where panel content could be displayed at the wrong size when resizing a panel by dragging immediately after switching the displayed layout. - Fixed an issue where the selection frame remained in the preview even after Ctrl+left-click cleared the selection in the layout parts list. - Fixed an issue where the selection cursor could disappear on the Replace Members screen. - Fixed an issue where the selected layout information in the Layout to be Assigned field was not properly saved when switching screens in the Screen List. - Fixed an issue where input from a gamepad was ignored after pressing the Appearance Playback button in Preview. This change prevents unintended behavior that could lead to tool crashes. ***Events [#xcf172ff] - Fixed an issue where performing a forced save via a common event could cause the save process to run again the next time the game was loaded. - Fixed an issue where motions would not transition to the “wait” motion when using the “Change Movement Speed” panel to designate motions other than “walk” or “run” as the walking motion. - Fixed an issue where portrait graphic appearance animations during conversations were played twice when an event panel without a clock icon was placed between two “Display Conversation” panels. - Fixed an issue where displaying a layout immediately after changing maps could sometimes cause an exception due to insufficient mutual exclusion control in sound processing. - Fixed an issue where the screen could remain bright if a map transfer occurred while the screen was being flashed using an event. - Fixed an issue where an event’s collision would remain for a short time after the event itself disappeared, when disappearing due to “Elapsed Time” as set in Database > Casts > Others tab > Events Disappearing Conditions. - Fixed an issue where changes to the loading screen made in the "Change Layout to be Used" panel were not applied unless at least one second had passed. - Fixed an issue in the “Change Cast Status” panel where percentage-based consumption values were not calculated using the maximum status value as the base. - Changed the behavior of "Attack Range" in the "Obtain Item Parameter" panel. The original "Attack Range" parameter, which returned a value multiplied by 100, has been renamed to "Attack Range x100" and retains its original behavior. The new "Attack Range" parameter now returns the unscaled value. Existing projects are automatically converted, so no changes are required. - Fixed an issue where selecting “Do Nothing” in the “Specify Battle Cast Action” panel and enabling “Skip the Message” still caused a waiting period. - Fixed an issue where using “Make Monster Appear” to place a new monster “B” into the slot of a previously defeated monster “A” caused the reward set for “A” to not be included in post-battle reward calculation. - Fixed an issue where changes to rendering settings in battle events did not correctly update the environment map. - Fixed an issue where, depending on the language environment, collision sizes defined in event templates were sometimes not applied correctly. - Fixed an issue where copying an event that plays the “Default” camera of a map into another map would still reference the source map’s “Default” camera. ***Database [#jd67b03e] - Fixed an issue where invalid initial consumption values were set for enemy casts whose maximum consumption stats were increased by “Characteristic” abilities. - Fixed an issue where skills that reduce allies’ consumption values (such as HP) did not correctly subtract those values on maps. (By entering a negative value for recovery abilities, it is possible to deal damage to allies. The processing differed between battle and map scenes, and this has been corrected to match the in-battle behavior.) - Fixed an issue where an exception could occur during an immediate test play after overwriting attribute definitions in the destination project when copying between projects. - Fixed an issue where, in some list-type display fields (such as Casts > Skills to be Learned), the results of reordering entries were not saved. *** Game Definition [#t9f89cb1] - Fixed an issue where the assignment fields for MENU: ACTION1–ACTION3 were missing in Move & Operate > Assign Input Device. ***Resources [#c6bec962] - Fixed an issue where an exception error occurred when opening the Asset Picker with multiple materials selected that included a material with an empty texture. - Fixed an issue where, when importing an exrbr file as a 3D/2D stamp, folders contained in the exrbr were sometimes not created in the list. - Fixed an issue where, in Sounds, adding a sound via the Asset Picker using the Add button in the sound list caused the SE (sound effect) classification for the added resource to not function correctly. - Fixed an issue where, when adding sound resources via drag and drop, the loop flag contained in the resource was not set correctly. - Fixed an issue where the subgraphic list remained displayed even after all subgraphics assigned to a stamp were deleted. - Fixed an issue where attempting to add motion, blend shape, or physics settings from a model file in the local environment resulted in only the model being created. ***Map Editor [#k5e438b2] - Fixed an issue where the relative positions of grouped objects became misaligned when moving them while the Snap to Grid button was ON. - Fixed an issue where the Snap Tool did not function correctly. - Fixed an issue where an exception occurred when attempting to change the properties of entries locked in the Placed List. - Fixed an issue where repeatedly clicking while placing objects could cause the placed objects to not be registered in the Placed List. - Fixed an issue where the divider position in the properties of the Placed List was not saved correctly. - Fixed an issue where the Y position could increase by 0.5 when moving the Start Point or Event Symbol Models using the manipulator. - Fixed an issue where the area display of the Non-Traversable Terrain Display feature did not follow changes when using Scroll Entire Map or Change Map Size from the Edit menu. - Fixed an issue where lock/visibility settings for groups in the Placed List were not carried over when copying a map. - Fixed an issue where pasting a map could cause an exception if resources with specific names were included. - Implemented countermeasures for an issue where the Quick Toolbar (Dark Mode) display became corrupted when using the dark theme. ***Sprite Tool [#yfea2859] - Fixed an issue where images were not copied when sprites were copied between projects. - Fixed an issue where an exception occurred when copying the Number of Frames row. ***Test Play [#iccd59e9] - Fixed an issue where, in Debug Window > Variable Monitor tab, the names of array variables were displayed as the top-level (root) folder name. - Fixed an issue where, after clearing variable folders or clearing elements of array variables via events, the entries of the cleared variables were not removed from the Variable Monitor in the Debug Window. - Fixed an issue where, during battle tests, invalid values could be set for the initial consumption values of party casts whose maximum consumption status were increased by the abilities of multiple Characteristics. - Fixed an issue where resetting test play using Ctrl+C during battle would still restore the party data from before the reset upon entering battle again. - Fixed an issue where consumption values of cast events were not displayed correctly when MapCast (Full) was selected in the Cast Parameter Check View. *** Tool UI [#wd6adb5b] - Fixed an issue where, in tree-view style lists such as the Placed List, reordered entries could become misaligned after changing their order. ---- *Ver. 2.1.0.3 [#j41dd1dc] **Bug Fixes [#oba60acc] ***Layout Tool [#y72a0e00] - Fixed an issue where the DLC “RPG Developer Bakin Layout Data Classy” could not be imported correctly since Ver.2.1. ---- *Ver. 2.1.0.2 [#l6babe25] **Bug Fixes [#dbab317d] ***Gameplay Issues [#e04c5579] - Fixed an issue where, if a map specified itself as the battle background, the rendering settings could change after battling on a different map and then returning to that map. ***Events [#w3143c60] - Fixed an issue where, in the “Change Cast’s Equipment” panel, the selected Item to be Equipped would reset to “None” after closing and reopening the panel. - Fixed a layout issue in the “Obtain Cast Status” panel that occurred when selecting “State” as the target to retrieve. ---- *Ver. 2.1.0.1 [#hbec17b4] ** New and Improved Features [#q304693b] ***Map Editor [#h0270431] - You can now change the default key settings (Top Menu > Functions > Configuration> Hotkeys) for the following operation added in Ver. 2.1: Prioritize Placement: While holding this key, placement operations will take priority over manipulator operations when placing objects. The default key for this operation has been changed to "Y". ** Bug Fixes [#k7cfc921] *** Layout Tool [#j5efa516] - Fixed an issue introduced in Ver. 2.1 where, after copying and pasting a layout, the “Submenu Container to Select When Pressing Down” setting for submenu containers would be removed. *** Published Work Export [#q3b39912] - Fixed an issue introduced in Ver. 2.1 where, when the game speed was increased via an event, the behavior differed between test play and single-player execution. ---- *Ver. 2.1.0 [#ce27d80b] ** New and Improved Features [#vc1800e2] ***Input Bindings Screen [#fd02258f] - Implemented the "Input Bindings" screen that allows players to customize controls during gameplay. It has been added at the very bottom of the "Menu" category in the Layout Tool > Screen List, just below the "Exit Game Confirmation" screen. -- Added input binding-related actions to the "Action" property of the submenu container. Please refer to the system layout for usage instructions. --Added a new operation "MENU-BINDING_REMOVE" to Game Definition > Move and Operate > Key/Button Assignments. This "MENU-BINDING_REMOVE" allows you to remove a key or button assignment from a submenu container in the Input Bindings screen. ''&color(red){(!)};''No default key is assigned to "MENU-BINDING_REMOVE". If needed, please assign a key via Game Definition > Move & Operate > Key/Button Assignments. #br ***DirectInput Controllers [#o59581db] - DirectInput controllers are now supported in exported projects. In the input bindings screen, DirectInput button names are displayed using names corresponding to those of XInput controllers. ***Setting Transition Time for Rendering Settings [#j60ef766] - Added a transition duration setting to the "Change Rendering Settings" panel. Except for certain settings, rendering settings can now be changed gradually over a specified period. --Please note that this feature provides interpolation between the original and target settings specifically for "value-setting type" properties. Properties that are simple on/off switches like FXAA, or algorithm selections like SSAO type or shadow cascade count, may not transition smoothly unless the settings before and after the change are aligned. --This feature does not apply to settings that are turned off. For example, when switching from setting "A" with "VIGNETTE" turned off to setting "B" with "VIGNETTE" turned on, the effect will not be applied to "VIGNETTE". In such cases, enable "VIGNETTE" in "A" and set its value to "0" to apply the transition effect. --The transition between skybox models is achieved using dithering and scaling to switch between the current and new models. (The new model is placed larger than the current model, then the current model is scaled up while the new model is scaled down.) #br As a result, if the size difference between the two models is too large, the transition may not work smoothly. #br ''&color(red){(!)note};'': The EP1_sky01–03 models and other skybox models have different sizes, so they do not transition seamlessly. #br --Also, skybox models are loaded during the switch. You can reduce the loading time by enabling the internal format option in Game Definition > Project Settings. --If a save is made while switching rendering settings, the game will be saved in the "after-switch" state. ***Events [#tba1ac04] - Added a "Check Key Input" panel under the Conditional Judgment category, allowing direct detection of key inputs. - Added a condition panel to sheet execution conditions that allows comparison between string variables and specified strings. - Added an option to the "Change Player/Event Movement Speed" panel to change speed without affecting walking animations. If "Change Walk Motion" is not checked, the walking motion will not be changed. - Added a feature to the "Display Free Layout for Event" panel that allows skipping the hide animation when closing the free layout for events. ***Map Editor [#s6f88115] - Implemented a feature that allows changing the assigned stamp of an object selected on a map. --You can change it from the "Stamp" entry added under the properties in the Placed List. --Properties such as position, rotation, and scale will be retained, allowing only the graphic to be changed. --If an event is selected, the graphic of the first sheet will be replaced. - Added expand/collapse buttons for groups/folders in the Placed List palette and Common Event List. - When placing objects or local lights, holding Shift while performing the action now prioritizes placement even if the cursor is over the manipulator. Immediately after placing an object, manipulator operations take priority when the cursor is over the manipulator. Local light placement behavior has been unified with object placement operations. These changes make it easier to continue placing objects consecutively. - Improved the behavior of the eraser tool so that it immediately deletes objects when the eraser cursor passes over them. - Added a feature to the far-right menu at the bottom of the Map Editor that visually highlights terrain with the non-traversable and/or liquid attribute. Use this to identify terrain with the same texture but different properties. ***Game Definition [#e3e080a5] - Added an option under Rules & Rendering > Rendering Options to allow users to choose whether rendering settings changed by events should be retained. ***Layout Tool [#if790d6c] - Added a new layout property to the Equipment Item Selection screen: "Management Tags for Items to be Displayed". You can now filter which equipment items are shown based on tags assigned under Database > [[Items]]. ***Plugins [#j023cb7f] - Movie playback-related processes have been consolidated into a new class: MoviePlayer. For details, please refer to the Plugin Reference. ***Localization Toolkit [#mf4c26ff] - When using resource localization, specified resources are now always included in public exports. **Bug Fixes [#q232edcd] ***Resources / Internal Format [#c3102f79] - ''Fixed an issue where enabling texture compression could degrade alpha channel quality. '' In some cases, objects using alpha-cutout textures (e.g., discard-type shaders) would not render correctly when far from the camera. This issue was more likely to occur if the alpha cutoff threshold in the discard shader was set significantly lower than 1. -- When converting to the internal format, texture compression is automatically enabled. Please keep the following in mind if you are using internal format: ---''&color(red){(!)Note};'' When using internal format, textures will be reconverted on project startup. As a result, please be aware that opening the project for the first time after this update may take additional time. ---''&color(red){(!)Note};'' If you're using internal format and notice the issue mentioned above, we recommend exporting your project again. We apologize for the inconvenience. ***Events [#kafcc17e] - Fixed an issue where events without collision settings placed next to elevated terrain were still recognized as walkable, even when "Disable Jumping from Elevation" was enabled in the Game Definition. - Fixed a bug where, during battle, message/conversation panels did not correctly display speech bubbles when targeting "Player" or "nth in the Party". - Fixed an inconsistency in wait time behavior when using the "Change Game Speed" panel between the Bakin tool and published builds. - Fixed a bug where the "Change Game Speed" panel did not correctly affect walking speed. - The "Display Layout Screen" panel is not supported during battle events. However, if it was used via a common event with the "Wait to Complete" option enabled, the battle could become stuck. This issue has been fixed. - Fixed an issue where empty conversations/messages interpreted as backlog entries would still be added to the backlog list. *** Layout Tool [#f5d43364] - Fixed a bug where using the mouse to operate a spin panel configured with the "Change the Value of a Variable" action did not correctly apply the value to the variable. - Fixed a bug in the Layout Parts List where rearranging multiple layout parts via drag and drop could incorrectly change their order. *** Database [#uaf356d4] - Fixed an exception that occurred in the "Items" list when switching the "Weapon/Armor" property while multiple entries were selected. - Fixed a bug in the "Skills" list where switching the "Available on Maps / Available in Battles" property while multiple entries were selected caused the skill descriptions to be cleared. - Fixed a bug under Casts > Battles where newly added items could not be registered in the drop item list when configuring the Reward for Being Defeated as an Enemy field. ***Battles [#nca7ba35] - Fixed an issue where an exception could occur if an enemy was spawned via an event during battle and immediately set as the attack target. ***Test Play [#tb7f243c] - Fixed an issue where an exception could occur after applying filters in the Variable Monitor tab of the Debug Window. *** Gameplay Issues [#a4157abf] - Fixed an issue where the reference coordinates for environmental effects and the skybox were inconsistent depending on the camera type. These are now unified. ---- *Ver. 2.0.2.1 [#nff4e2b6] **Bug Fixes [#qae9f067] ***DLC: Localization Toolkit [#aea45a0a] - Fixed an issue in layout data localization where, in layouts with checkboxes in the Layout to be Assigned field (such as the main menu screen), the system layout was sometimes applied instead of the selected replacement layout. - Fixed an issue in layout data localization where the pencil icon was displayed in the "Type" field even though it was not editable. ---- *Ver. 2.0.2.0 [#bddea832] ** New and Improved Features [#w83ef561] ***Resources [#dc53e86b] - Added a feature to set scale for particle effects. ***Debug Window [#w249e4c9] - Improved the Event Monitor to display the status of battle events during battles. - Improved the behavior so that pressing the Enter key on the Variable Monitor tab no longer causes the game screen to respond. ***Events [#g40cd183] - In the "Obtain Battle Information" panel, when retrieving values such as "Skill Target Number", where the target can be either an ally or an enemy, the system now obtains the index of the target manually selected by the player. In other words, when using a skill configured as "Effect on Allies: Self / Effect on Enemies: Single Target", the index of the skill target selected by the player can now be retrieved. **Bug Fixes [#b2b2193d] ***Database [#p030c5fe] - Fixed an issue where copying and pasting a cast could cause event panels referencing the original cast to incorrectly reference the pasted cast instead. ***Events [#sc4a149e] - Fixed a bug where, during battle, if the second or later party member selected "Escape", the action type retrieved by the "Obtain Battle Information" panel would be incorrectly set to "Wait". - Fixed a bug where using the "String Input" panel immediately after loading a map could cause an exception. ***Resources [#n2034257] - Fixed a bug where clicking the label of the last entry in the motion list and then pressing the delete button would cause an exception. ***Layout Tool [#uda11b2b] - Fixed a bug where using a variable as a parameter in a special format would cause an exception if the specified variable did not exist. - Fixed a bug where the split position between the screen list and the tag list was not being saved. - Fixed a bug where locked parts in the layout parts list could still have their sizes changed in the preview. - Fixed an issue where existing tags were not displayed in the additional dialog when enabling "Edit Tags" mode within the layout tool. ***Map Editor [#ua560c42] - Fixed a bug that caused an exception when performing Undo/Redo after changing the map size. - Fixed a bug that caused an exception when editing the battle layout in the database that contains no enemy casts. ***Sprite Tool [#x14b0504] - Fixed an issue where mask states outside the image bounds in the mask layer were not being cleared properly. ***Tool UI [#wfc118d1] - Fixed a bug where the position and size of certain dialogs, such as the asset picker, were not being saved. - Fixed an issue where the dark mode background color was affecting the display color panel in the color picker. ***Top Menu [#c84deec9] - Fixed an issue where thumbnails for moving graphics might not be displayed in the New Project > Main Cast Settings screen. ***Others [#z20875f4] - Fixed a bug where dynamic patching for older battle scripts sometimes failed, causing build errors when exporting published works. - Fixed an issue where, when a save destination folder was manually entered during project creation and an invalid path was specified (such as one with double path separators), the incorrect path would be saved in the history. This could cause published works to fail when exported. **Localization Toolkit(DLC) [#c8ebc10e] - Layout data can now be replaced per language. - Fixed a bug where the "Change Item Name" panel was not included as translatable content. - Fixed bugs where some layout elements were not listed or unrelated elements were mistakenly included for translation. - Fixed a bug where exporting to Excel would fail if the same text was used in many locations. ---- *Ver. 2.0.1.0 [#r14c1a83] ** New and Improved Features [#g2d1bdba] ***Events [#bba4125b] - Greatly improved the speed of map transitions in projects that use a large number of generated events. - Increased the pointer limit for array variables to 9,999,999. - When setting the “Camera Playback” panel in cast events, all cameras are now listed, just like in common events. ***Layout Tool [#na04abc8] - When enabling the scrollbar feature for a menu container for the first time, the scrollable area size is now automatically adjusted. ***Battles [#o5d608f4] - To allow synchronization between subgraphics and motion timing, all ally members' motions are now reset at the start of battle. ***Resources [#ga9b7755] - When importing or deleting resources, a progress bar is now displayed if the dialog initialization takes a certain amount of time. - The "Hereafter, Same Settings" checkbox in the import dialog has been removed, and a new "Set This Import Setting as Default" button has been added. - When adding sound data shorter than 10 seconds, the “Type” setting is now automatically set to SE. **Bug Fixes [#wda19391] ***Layout Tool [#wdc37b16] - Fixed an issue where the displayed content and selected element could become inconsistent when showing an item list created using a free layout screen for events. - Fixed a bug where an exception would occur when modifying the properties of a submenu container after importing the same .lyrbr file twice. - Fixed an issue where the filtering by cast tags was not being applied correctly in the special format \partyimage. - Fixed an issue where, if an appearance motion was set for a rendering container and the background image was then replaced, child containers/panels would disappear from the preview. - Fixed a bug where textures imported via drag & drop would not appear until Bakin was restarted. ***Battles [#we5eb085] - Fixed a bug where enemy cast characteristics were not properly initialized during battles in certain cases. - Fixed an issue in battle tests where party cast characteristics were not being initialized. ***Events [#d6a1fa1a] - Fixed an issue where the "Camera Playback" panel would not function when using a battle plugin. - The "Attach Model to Cast" panel now supports attaching to joints of the second party member and beyond, as well as to the entire party train. - Fixed a bug where an exception would occur in the "Obtain Cast Status" panel if attempting to retrieve the status change of a member using a non-existent index. - Fixed a bug where the fanfare was being saved in the save data as the current BGM. ***Test Play [#v297301f] - Fixed an issue in the Cast Parameter Check View where the "HP" cell was being unnecessarily updated repeatedly. - Fixed a bug in the Cast Parameter Check View where some cells for values that do not reflect changes were still editable. ***Resources [#s064d345] - In the import dialog during resource import, fixed an issue where the mesh images would appear blank when selecting multiple 3D stamps. ***Database [#mb3f4374] - Fixed a bug where the "Add Attack Count" state ability was not functioning correctly during multi-equipment attacks. - Adjusted so that even additional attacks granted by the "Add Attack Count" ability now perform hit success checks. - Fixed a layout issue in the "Item Enhancement" panel when setting up item events. ***Other [#w9f1cf66] - Fixed a bug where, since Ver. 2.0.0.0, analog input was being interpreted in reverse on certain game controllers. - Fixed an issue where an exception could occur when attempting to use BAKIN under a different Windows account. ***Trial Version [#z7d67f6f] - Fixed a bug where, due to Steam Overlay, a graphics error would be detected even though no error had occurred in the BAKIN application itself. ---- *Ver. 2.0.0.3 [#k60cb0bd] **Bug Fixes [#p185bdc7] ***Map Editor [#ie5702c9] - Fixed a bug where an exception could occur in map editing only when launching the tool for the first time. - Fixed an issue where the Battle Layout Editor icons were displayed misaligned. - Fixed a bug where closing various editing dialogs could cause the Map Editor's editing mode to switch to the Pen Tool. ***Events [#mb80f171] - Fixed a bug where specifying an index exceeding the initial party count in the “Attach Model to Cast” panel caused an exception to occur. ***Layout Tool [#i92bfba6] - Fixed a bug where an exception occurred when hovering the cursor over a shield in the store screen if the equipped slot set in the database contained a “Weapon/Shield” slot. - Fixed a bug where an exception occurred when attempting to retrieve status changes for non-existent equipment slots in the layout format. ***Resources [#l9c84d87] - Fixed an issue where thumbnail files were being overwritten even when the project was opened in read-only mode. ---- *Ver. 2.0.0.2 [#w83b73bb] ** New and Improved Features [#y4bbc5a9] ***Top Menu [#t251d8c0] - In the Create New menu, the default player image has been set to “Hero A”. **Bug Fixes [#v911724c] ***Camera Tool [#mfe96f78] - Fixed a bug where changes to rendering settings within the Camera tool sometimes did not apply to the map. ***Map Editor [#l5f1fcad] - Fixed a bug where equipment selection settings were not being saved in battle tests since Ver2.0.0.0. - Fixed a bug in Ver2.0.0.0 and later where, after placing an object, opening the Camera Tool and closing it with OK would prevent deletion of that object until the map was reloaded. ***Resources [#yeab31ec] - Fixed a bug where changes to "Model Optimization" and "Scale" in the Import Asset dialog (when adding resources) were not being applied unless "Same Settings Hereafter" was checked in the property panel on the right side of the dialog. When "Same Settings Hereafter" is checked, the selected settings will be saved and used as the default for future imports. - Fixed a bug where an exception occurred in the Import Asset/Add Asset/Delete Asset dialog when adding or removing resources, if the tree view was not selected. - The Resources > Particles > Emitter Control feature, which was added in version 2.0.0.0, has been temporarily withdrawn due to insufficient preparation and operational verification. We appreciate your understanding. ***Layout Tool [#d4117bd2] - Fixed a bug where adding or removing equipment slots in the database could cause incorrect display of status differences when equipping items in the store screen. - Fixed a bug where the item category display on the store screen did not support “Leg Armor”. ***Dark Theme [#of6084ef] - Internal issues have been fixed, and related files have been modified. ***Others [#m3c242cd] - Fixed an issue where debris appeared at the bottom edge of the texture for the preset particle effect sb_ef_battle019_Fangs. - Fixed an issue where the Standard Battle Script stored in Bakin was still using version 2.0.0.0. - Fixed a bug where, when creating a new project with the asset volume set to “Normal,” the ‘State’ definitions “Disable Dual Wielding” and “Two-Handed” were not added to Database > State Definition. - Partial revisions have been made to the Traditional Chinese translation data. - Updated the ev-us.tsv file for the Tool Translation mod. ***Localization Toolkit (DLC) [#y97076d7] - Fixed a bug where resource localization was not applied to sprite sets applied to layouts. ---- *Ver. 2.0.0.1 [#u36100fa] **Bug Fixes [#o8dd993a] ***Database [#h5e0441b] - Fixed an issue where the "Item Usage Restriction" UI continued to display data from the cast selected when the database was first opened, even after switching to a different cast for editing. - Fixed a bug in the "Initial Equipment" section for casts where selecting "None" for the equipped bone still wouldn't clear the field. Also added the ability to reset the right-hand and left-hand joint bones to their default settings. ***Events [#f7344086] - Fixed a bug in the event editor's text mode where pressing the E hotkey (Edit Event Panel) caused the selection to jump to a different line when the event panel opened. - Fixed an issue in versions 2.0 and later where the summary text displayed after closing the "Advanced String Variable Operation" panel was generated incorrectly. ---- *Ver. 2.0.0 [#ta747380] ** New and Improved Features [#jde8fd8a] ***Item Usage Restrictions and Unlocking [#u72a1a14] - ''Updated the UI and added new functionality to the "Usable Items" section for Casts/Classes.'' -- Changed the system to specify "Unusable Items" instead of usable ones. When making selections, you can now specify tags assigned to items. This allows for settings like "All weapons with blades are unusable." -- Added a "Required Level" feature that unlocks the use of specific items once the cast reaches a designated level. ***Add/Remove Equipment Slots [#lbacc014] - ''Implemented a feature to add and remove equipment parts for casts.'' This feature has been added to: Database > Casts > Equipment and Abilities tab > Initial Equipment field -- A maximum of two weapons can be equipped. (Combinations such as weapon & weapon, weapon & shield, or shield & shield are allowed) -- Equipment parts include: Weapon, Weapon/Shield, Shield, Headgear, Body Armor, Leg Armor, and Accessories. Accessories can be added without limit. -- Equipment parts can also be removed. ''&color(red){(!)};'' When an equipment part is removed, any settings related to that part (such as status abilities) will also be deleted. For example, if the Headgear part is removed, the equipment part designation for helmet-type armor will be cleared. Please carefully check to ensure no unintended consequences occur after deletion. -- In Database > Item Properties, if the "Damage" flag is enabled for equipped items, an attack will be processed for each such item. -- Multi-Attack Modifier is the adjustment value applied to the final damage when attacking with multiple weapons. -- Attachment Bones are only effective when the cast's graphics are in 3D. Please ensure that the equipment part is specified in the ability settings of the item to be equipped. - Added a new ability in the database that allows you to disable equipment using the "Equipment Disable" status effect by specifying a tag. - Added a new control \equipposicon to the layout tool, which supports custom equipment slots for displaying equipment position icons in layouts. - When creating a new project, preset status abilities for "Disable Dual Wielding" and "Two-Handed Weapon" are now automatically added to the Database under Status Definition. ***Scroll Bar [#ze47b964] -''A scroll bar feature has been added to menu containers.'' -- This cannot be used in conjunction with the "Page Mark" feature. -- "Enable Auto Expansion" is intended for cases where menu items increase over time, such as in an item list. --- If you place one submenu container with "Disable Auto Assignment Container Management Number" turned off, sub-menu containers will automatically increase as needed. --- When the cursor hovers over a submenu container with "Disable Auto Assignment Container Management Number" turned on, use directional keys that are not in the scroll direction. --Child elements of the menu container will be the scrollable content. --- For child elements, please enable the following settings: "Clipping with Parent Container" and "Clip Based on All Parent Bounds". --- If you want to place elements within the visible area of the menu container that should not scroll, do not make them child elements of the menu container. Example: To display a menu heading, place the text panel outside the menu container’s hierarchy. --- It is recommended to avoid overlapping submenu containers and the scroll bar. --- If cursor position interpolation is used, the cursor may temporarily disappear when moving back in the opposite direction of the scroll. This occurs until the entry the cursor points to returns to the visible scroll area, and is a known specification. ***Special Format Parameter Variable Support [#b243f0b8] -''Added support for using variables (including nested ones) as parameters in special format strings.'' Supports regular variables, cross-save variables, and array variables. Use variable syntax in the parameter, like: \partystatus[\$[]]. ***Theme Color Switching [#fa8142c6] -''We have implemented a theme color switching feature in “Configuration”. '' The tool must be restarted after changes are made. Color settings will continue to be improved in future updates. For the time being, however, there are no plans to change the color of the scroll bars. ---- ***Database [#v8fd928e] - Added support for tag-based specification in the "Skills to be Learned" section for Casts/Classes. - Added copy & paste functionality to the "Level" and "Status" sections of Casts/Classes. - When recovering from the "Instant Death" state, "Ability When Equipped" will now be re-applied properly. ***Layout Tool [#v21547eb] - Implemented the ability to control variables from the spin panel, just like with the slider panel. - When a thumb image is set for a slider panel, you can now drag the thumb to change the value. - In the Ticker screen, automatic line breaks set on containers are now properly applied. - When system layouts are overwritten, the display state check will now be preserved. ''&color(red){(!)};'' While this behavior has been improved, we still recommend copying the system (default) layout before editing or using it. - Implemented a feature to make it easier to insert parameters for special formats in dialogs such as the Special Format Insertion dialog. For certain special formats that require parameters, a list of suggested values now appears on the right side of the dialog. Previously, users had to manually enter these values while referring to the list. With this update, double-clicking an entry in the list will automatically insert the selected value into the last [] parameter slot of the tag. ***Events [#hd4abf7e] - Added an option to the "String Input" panel to disallow confirmation when the input is an empty string. - Added a setting to specify interpolation time in the "Change Cast/Event Motion" panel. - The "Obtain Item Parameter" panel now allows you to retrieve both "Quantity of Item in Possession" and "Max Quantity of Item". - Added the following features to the Event Editor: -- Added a context menu to the event sheet list. -- Added a "Delete" option to the context menu in condition panels. -- In the text mode event editing screen, the following features were added: --- Added hotkeys: Press "I" to insert a panel, and "Enter" or "E" to edit a panel. --- Added "Insert Panel" and "Edit Panel" options to the context menu. --- Graphics can now be changed by clicking the graphic name field in the event sheet. -- Improved scrollbar behavior so that all fields in the editor now display scrollbars correctly when needed. ***Resources [#r18a2b5f] - Improved the dialog that appears when adding or removing resources. Related resources are now displayed in a tree format, allowing you to select which resources to add or remove. - Added a feature that allows you to copy and paste motions in the motion list. ***Tag List [#x79fce22] ''&color(red){(!)};'' Note If you roll back to a previous version after upgrading to this version, the content that was in the "Management Tags + Memo" field will be altered as described below. Please note that this change cannot be undone. ---When rolling back, the text in the "Management Tags + Memo" field will be rewritten as shown below. If it was written like "Tag memo Tag memo", it will be changed to "Tag Tag memo memo", with tags and memos separated. --- Additionally, if you added descriptions to tags in this version, those descriptions will be lost upon rollback. - The "Management Tags + Memo" fields that were present in various menus have been split into separate "Tag List" and "Memo" fields. - Added a new "Tag List" feature. When adding a tag, you can now choose from existing tags already assigned to items in the same category. - Tags can now have descriptions. ***Game Definition [#saf3cef0] - Renamed the "Localization Tool" (previously found in the Common Terms menu) to "Text Replacement Tool". Added a filtering feature to the Text Replacement Tool. ***Debug Window [#tf5acbba] - Added a filtering feature to the Event Monitor, which displays a list of active events. - The Variable Monitor has been separated into its own tab. -- Changed the layout to a tree format. -- Added a filtering feature. -- Values now apply instantly in the game when confirmed. ***Save Data [#qb0f2316] - Configuration settings are now saved globally across all save data. Previously, config settings were saved separately for each save file, which required users to reconfigure things like BGM volume every time. This has been changed so that settings now apply to all save data. ***Map Editor [#ob5dc859] - Under Functions > Configuration > Hotkeys, you can now set hotkeys for the “Paste Terrain Sides” function. ***Assets [#j38a00cd] - When creating a new project, we have made some improvements to the resources included in the “BasicSet” imported as “Asset Quantity: Normal.” --We converted textures to PNG format to reduce the project size. -- Some models have improved details. ---- **Bug Fixes [#ic683bdf] ***Layout Tool [#q563d442] ***Layout Preview [#n95188b5] - Fixed a bug where the red border indicating the selected layout element could be hidden when the grid was displayed. - Fixed an issue where, after selecting multiple layout parts and moving them using the position adjustment buttons, the preview and the property values became misaligned. - Fixed a bug where moving a submenu container using the position adjustment buttons could cause it to move to an incorrect position. - Fixed a bug where using the size adjustment buttons could incorrectly change the size of a submenu container. Note: Changes made with the size adjustment buttons were not reflected in the internal data. The size of submenu containers is defined within their parent menu container. - Fixed a bug where the method for determining the positions of the top and bottom edges was incorrect when using the alignment function to align items vertically. - Fixed a bug where changing the position or size of a spin panel did not update the corresponding properties. - Fixed an issue where certain actions, such as using adjustment buttons, were not recorded in the undo buffer. - Fixed a bug where, after adding a rendering container in the Selection screen or General Message screen, changing the image and then canceling would cause the preview to display incorrectly. - Fixed a bug where changing the size of a rendering panel with an origin point set to anything other than the top-left would cause the entire panel to shift. - Fixed a bug where resizing multiple layout parts at once would sometimes fail, depending on the order in which the parts were selected. - Fixed a bug where, when selecting three or more layout parts and deselecting the first-selected one, the properties of an unselected part could sometimes be displayed. ***Layout Parts List [#ffb06399] - Fixed a bug where, when copying and pasting a submenu container within a menu container, it would be pasted at the top of the list instead of the intended position. ***Layout Tool: Special Format [#n17e5056] - Fixed a bug where 3D stamps were not displayed when using special format codes like \partyimageicon. ***Layout Tool: Slider Panel [#b9a5ecc5] - Fixed a bug where hidden sliders could still be operated with the mouse. - Fixed a bug where multiple nearby slider panels could have their values changed simultaneously when dragging with the mouse. - Fixed a bug where, when a minimum value was set for a slider panel, the position of the slider thumb would not align correctly with the mouse pointer. ***Layout Tool: Other [#b4de1243] - Renamed the "Include Parent in Clipping" property of rendering containers to "Clip Using All Parent Bounds" to more accurately reflect its actual behavior. When this property is enabled, clipping is performed based on all ancestor containers of the rendering container. - Fixed a bug where, when selecting “Initialize Config” in-game, sliders that are children of submenu containers assigned with the “Change the Value of a Variable (for Slider)” action were not being reset properly. -Fixed a bug in the Store screen where, when selecting an item, the background board of the status display would appear one frame late. - Fixed a bug where cursor movement between containers did not work correctly when there were multiple menu containers and multiple columns within the containers. ***Events [#gdc86a62] - Fixed a bug in the "Teleport Event" panel where individual cast events on the map could not be uniquely identified and selected. - Fixed a bug where, in some cases, the panel immediately following "Display Main Menu Screen" would execute too early (immediately). ''&color(red){(!)};''Please note that this change may affect the behavior of the “Display Main Menu Screen” panel. - Fixed layout issues where text was cut off in event panels for languages other than Japanese. - Fixed a bug where, when a monster escapes, the index related to "Obtain Target Number" in the "Obtain Battle Information" panel would become misaligned. - Fixed a bug in the variable list where the OK button would not respond if a variable was selected while slightly dragging the mouse. ***Test Play [#de929525] - Fixed a bug where, in the raycast debug display, if the raycast position was off-screen, a line segment might be drawn at an invalid position within the screen. ***Gameplay Issues [#xdc207c0] - Fixed a bug where, during frame drops, cast members in the Party Train could freeze in mid-air. - Fixed a bug where sound effect volume settings were not applied to movies. - To prevent performance drops when showing the first conversation event in the game, environment maps and LUTs used for conversation are now preloaded. - Fixed a bug where items with the "State Granting" ability would not be consumed upon use. Items will now be properly consumed if the state is successfully applied. - Fixed a bug where using an item with the “State Granting” ability on a map would apply the ability to the entire party. - Fixed a memory leak where framebuffer memory would accumulate each time a sprite was displayed. ***Asset Picker [#cb1e0f8e] - Fixed a bug where an exception would occur when sorting by entry name in list view. - Fixed a bug in list view where display glitches could occur if the management tag or memo field contained very long text. - Fixed a bug where, when opening the Asset Picker from menus other than the "Resources" menu and attempting to re-import a previously imported local file, the corresponding resource would not be properly selected. - Fixed a bug where the "Local Files" filter was not correctly set when selecting an effect, and updated it to include file extensions used for particle effects. - Adjusted the resource import process to prevent unnecessary warning messages from appearing midway. ***Resources [#q58a8063] - Fixed a bug where, when deleting a resource and its referenced assets, the selection state in the list could become invalid or corrupted. - Fixed a bug where disabling the switch for using material outlines did not disable the corresponding parameter section. ***Post Effects [#w52f1c07] - Fixed a bug where environment maps would not be applied correctly if full-width (double-byte) characters were included in the file path of the Temp folder. ***Camera Tool [#zce715d9] - Fixed a bug where an error could occur when trying to input a value for "Shadow Judgment Level" under Rendering Settings > SSAO. Note: "Shadow Judgment Level" is a property that can only be set when the SSAO algorithm is set to "Linear." ***Map Editor [#q0803e67] - Fixed a bug where, after opening the Event Editor and pressing OK to close it, the tool would sometimes revert back to the pen tool. - Fixed a bug where pressing the ESC key while using a selection tool other than rectangular selection did not return the tool to rectangular selection. - Fixed a bug where the latest settings were not applied to other maps using the same rendering settings. *** Variable List [#x63ceb2f] - Fixed a bug that caused an exception to occur when collecting information from event panels that contained deleted elements in the Variable List dialog.