Crystal Project Update: Version 1.6.4
[h3]New modding features:[/h3]
[h3]New localization features:[/h3]
[h3]Modding bug fixes:[/h3]
- Added new NPC Condition types: IsPassiveUnlocked, IsAbilityLearned, IsPassiveLearned.
- Added new Monster Action Condition type: Global Number. Evaluates a global number variable with a variable key equal to the monster's appearance texture key.
- Added new filters to Animation Grid: Usage, Status Effect.
- Added new themes to Crystal Edit: Nord, Solarized Light, Solarized Dark.
[h3]New localization features:[/h3]
- Mod text replacements loaded from non-localization mods are now applied in-game.
- Mod text replacements now match new lines regardless of whether they are encoded LF or CR LF (ie, \n or \r\n).
- The Mod Text Replacements grid now accepts multiline input.
- Implemented logical filtering for the Mod Text Replacements grid.
- In the Mod Text Replacements tab, the Add / Move Up / Move Down / Delete buttons have been moved from the grid into the toolbar.
[h3]Modding bug fixes:[/h3]
- Fixed visual big in the Continue menu when loading modded save data where character portraits could flash green while mods are loaded.
- Fixed crash that could sometimes happen when loading save data after applying mods via the New Game menu.