Crystal Project Update: Version 1.4.3 (June 12th, 2023)
New modding feature:
- Converted CooldownsMinus1 to Addi_Cooldowns. Allows for setting specific cooldown penalty/bonus values. Multiple sources now properly stack.
Bug fixes:
- Setting Home Point is now consistently unrestricted during minigames.
- Fixed bug where the default 6 classes could be incorrectly unlocked when starting a randomized modded new game.
- Fields in Crystal Edit's Project Model no longer need to be unfocused to have changes to their values saved.
Crystal Project Update: Version 1.4.2 (June 3rd, 2023)
Bug fixes:
- Fixed issue where enemies would sometimes not use certain abilities while the No Telegraphs challenge option was enabled.
- Fixed errors that could occur during a playthrough when a mod update for an active mod deleted previously existing objects.
- Fixed error that could occur when using an ability with Multihit while Dual Wield was active.
- Fixed bug where a class with all zero LP abilities would be automatically unlocked when the Learn All Job Zero JP Abilities mod option was enabled.
- NPC conditions that evaluate classes will now have their job IDs redirected properly while applying multiple mods that introduce new models of the same type.
- Fixed issue in Crystal Edit that could occur when deleting a node in the navigation tree and then subsequently deleting one of its children.
Crystal Project Update: Version 1.4.1 (May 31st, 2023)
New modding features:
- Crystal Edit is now included with the Linux and macOS versions of Crystal Project (however it is still a Windows .NET application and will require a VM or compatibility layer to run).
- Added new Ability Mod: ResetSubJob. Reverts Sub-Command back to battle start's.
- Added new Ability Mod: GetExp. Provides or removes EXP.
- Added new Ability Mod: GetJxp. Provides or removes LXP.
- Added new Ability Mod: GetLevel. Provides or removes levels.
- Added new Ability Mod: GetJp. Provides or removes LP.
- Added new Reaction type: OnSkipTurn. Triggers an ability when manually skipping turn.
- Added new Condition type: IsPatchModeActive. Evaluates current Game Mode selection.
- Added "Learn All Job Zero JP Abilities" option to Project Model > General > Battle Config. Normally a class's default abilities are not learned until the class is unlocked. This option will cause all default abilities to be learned regardless.
- StatusRequiredTarget Ability Mod can now be added multiple times to the same ability.
- StatusRequiredUser Ability Mod can now be added multiple times to the same ability.
Bug fixes:
- Fixed bug where modded entities were not being applied with proper respect to the containing mod's priority while applying multiple mods that modify the same entities.
- Randomizer settings lists will now have their IDs redirected properly while applying multiple mods that introduce new models of the same type.
- The RestrictCommandTo Stat Mod will now have its job ID redirected properly while applying multiple mods that introduce new models of the same type.
- Text with embedded model ID references will now have its IDs redirected properly while applying multiple mods that introduce new models of the same type.
- Fixed error when attempting to draw text containing unsupported characters (unsupported characters will still not render, but the game will no longer crash).
- Fixed error that could occur when exiting to title while mods are active.
- Improved error handling when mods fail to apply.
Crystal Project Workshop Update: Version 1.4.0 (May 26th, 2023)
Mod support has been added to Crystal Project! Create and discover custom mods for Crystal Project to breathe new life into your adventures.
How to install mods:
Mods can be added to the following directory on disk:
- Windows: %USERPROFILE%/Saved Games/Crystal Project/Mods/
- Linux: ~/.local/share/Crystal Project/Mods/
- Mac OS: ~/Library/Application Support/Crystal Project/Mods/
How to activate mods:
Mods must be explicitly enabled in-game to take effect. Mods can be enabled either on New Game or when loading existing save data. Open the mod selection menu from New Game or Continue using the "Mods" button/key shown at the bottom of the screen. Enabled mods are tied to save data and are automatically enabled/disabled when save data is loaded.
How to create mods:
The mod tool, Crystal Edit.exe, is a Windows .NET application and can be found in Crystal Project's installation directory in the Crystal Edit folder. It can be used to re-balance, edit game logic, add new classes, crystals, abilities, and more. However, it cannot be used to edit terrain or change textures/graphics.
The following are some guidelines for using Crystal Edit:
- Models can be opened either through the navigation tree (left panel) or through their respective grids from the toolbar or menu (top panel), however Entities aren't shown in the navigation tree and can only be opened through the Entity Grid.
- Minor changes can be made to terrain by creating new NPCs and tagging them as voxels (using the "Is Voxel?" checkbox), a special type of NPC that appears in-game as regular terrain.
- Entries can be added to many lists (eg, Statuses, Ability Mods, etc.) by using the list box's right-click context menu.
- Entries are usually removed from lists by using the Delete key, but in some cases the right-click context menu needs to be used.
- Entries can sometimes be manually re-ordered in lists by holding alt and pressing the up or down key.
- All model grids have an "Is Edited" filter at the top. This is used to find which models have been changed by the current opened mod.
- Edited models can be reset to their original state by using the Reset button at the top of the model's tab.
- The Project Model (opened via the toolbar or menu) includes general info and settings for the current mod.
- The mod's ID is used to uniquely identify a mod and tie it to save data. Crystal Project will only recognize the latest mod of any mods that share the same ID, so if you copy a project to use as a base for a new mod, make sure to change the ID. Similarly, make sure not to change a mod's ID once it been shared.
If you need any help, please feel free to discuss on the Crystal Project Forum or in the #challenges-and-mods channel on the Crystal Project Discord.
New randomizer option:
- Random Enemy Difficulty: Randomizes the difficulty of each individual enemy.
Bug fixes:
- The Lost & Found will now stock Quintar-related consumables after they have been used up.
- While items are randomized, if an item can be found in multiple locations, the Spoiler Log will now do a better job of picking the location that comes earliest in the game.
- Challenge Options can now be properly cleared using the Clear button/key.