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Crystal Project News

Crystal Project Update: Version 1.5.2

[h3]Bug fixes:[/h3]
  • Fixed weather flickering bug that was introduced in version 1.5.0.
  • Fixed visual bug where a target's reaction could overlap with an applied status on the ability preview window.
  • Fixed visual bug where hidden statuses could cause visible status icons to scroll needlessly in battle.


[h3]Modding bug fix:[/h3]
  • Fixed error that could occur when using negative weights for monster actions.

Crystal Project Update: Version 1.5.1

[h3]New modding features:[/h3]
  • Added "Always Enabled" option to StatusRequiredUser and StatusRestrictedUser Ability Mods. Allows the ability to be used even when the status condition is not met, but it will miss (ie, pre-1.5.0 behavior).
  • Adjusted the error message that is shown when attempting to apply a mod that is incompatible with the current version of Crystal Project.

Crystal Project Update: Version 1.5.0

[h3]New features:[/h3]
  • Added support for high refresh rate displays. To enable, go to Menu > Options > Graphic Options > Frame Rate > Set to Display.
  • Added "Play All Music" to Music Archive. When activated, all unlocked music tracks will be looped sequentially as a playlist.
  • It is now possible to copy and paste randomizer options to and from the clipboard.
  • SSAA Anti-Aliasing and Ultra Shadows have been restricted on Steam Deck. These settings cause terrain to load slowly but this isn't immediately noticeable which makes them seem unrelated to the problem. These settings can be re-enabled by opening the graphics.ini file and setting LimitGraphicOptions to False.


[h3]New modding features:[/h3]
  • Added Preview panel to Troop model tab in Crystal Edit.
  • Added new Job properties: "Can Select Job" and "Can Select Sub Job". Default is enabled. Disabling prevents the job from being used as a Class and/or as a Sub-Command.
  • Added new Ability Mod: AttributeDamageRate. Applies a percentage of the ability's damage to another attribute.
  • Added new Ability Mods: AddToSpecificStatusCountTarget and AddToSpecificStatusCountUser. They function like the existing AddSpecificStatusCountTarget and AddSpecificStatusCountUser except that they do not apply a status if it hasn't already been applied.
  • Added new Ability Mod: RandomStatusUser. Renamed existing RandomStatus to RandomStatusTarget.
  • Added "Don't Change Loot" option to ChangeMonster Ability Mod. Enables changing a monster without affecting its drop & steal inventories.
  • StatusRequiredUser and StatusRestrictedUser Ability Mods are now evaluated for ability usage instead of just for hit chance.
  • Using a negative quantity for the ConsumeItem Ability Mod is now properly supported.
  • Added Condition filter to Entity Grid in Crystal Edit.


[h3]Bug fixes:[/h3]
  • Fixed bug where if a dual wielded ability consumed the last available Scroll, then the attack would only swing once.
  • Fixed bug where sometimes windows could overlap when attempting to begin a class change.
  • Fixed bug where the Auto Save notification could linger over menus or dialogue.
  • When progression items are randomized, if any books are moved into the library, then the Librarian will no longer consider those books missing after attempting to enter.


[h3]Modding bug fixes:[/h3]
  • Fixed bug where the Crystal Edit window could be larger than the desktop on startup.
  • The IsAbilityUnlocked NPC condition will now have its ability ID redirected properly while applying multiple mods that introduce new models of the same type.
  • The UnlockJob, UnlockPassive, and LearnPassive NPC Action Types will now have their IDs redirected properly while applying multiple mods that introduce new models of the same type.
  • AddSpecificStatusCountTarget Ability Mod now properly applies a status if the target didn't already have it applied.
  • Removed unused attribute types from dropdown lists in Crystal Edit.
  • Fixed bug where monsters would display an ability's custom message for every unrelated reaction after the ability was used.
  • Fixed issue where an ability usage animation's texture might not be displayed correctly the first time it is shown on screen.
  • Fixed error when showing an animation that has cells but doesn't have a texture.
  • Fixed menu portrait display for custom member textures with non-standard sizes.
  • Fixed error that could occur when previewing an ability that adds a status that has an immunity to itself.
  • Fixed error that would eventually occur after banishing all party members while outside of battle.

Crystal Project Update: Version 1.4.10

[h3]New features:[/h3]
  • Added new advanced graphic option: Performance Mode. Enable to have certain graphic settings reduced while at specific locations to help improve performance (eg, polygon count, particle count, draw distance, shadow quality).
  • The following message will now be shown when launching Crystal Project for the first time on Steam Deck: For a smooth gameplay experience, please ensure that the Steam Deck is configured to run at no higher than 60 FPS while playing Crystal Project.
  • General performance improvements to enhance the user's experience.


[h3]Bug fixes:[/h3]
  • Fixed various music looping/popping issues on non-windows platforms.
  • Fixed issue where chunks of terrain would sometimes render with missing geometry.
  • Fixed visual bug where sometimes the world wasn't yet fully loaded upon entering a new game.
  • Fixed slight visual fade-in/fade-out bug when transitioning to narration sequences after teleporting.
  • Fixed bug where the latest written save slot would sometimes not be properly highlighted after selecting Continue.
  • Fixed bug where the autosave timer would reset after teleporting.
  • Fixed bug where Graphic Options Quality would sometimes not show the correct quality preset.
  • Fixed bug where the left/right keys/buttons could open Advanced Graphic Options.


[h3]New modding feature:[/h3]
  • Added new Item property: Is Combat. Causes items that would normally be categorized as Key Items to be categorized as Consumables instead (eg, Scrolls).


[h3]Modding bug fixes:[/h3]
  • When an error occurs while attempting to load save data, a popup containing the error message is now shown to the player.
  • Fixed bug where member Auto Ability was not being properly cleared when exiting to title. This would sometimes cause modded playthroughs to crash when attempting to exit to title.
  • Fixed crash that could sometimes occur when playing with mods that have modded status animations.
  • The Inherent Status Biome property will now have its status ID redirected properly while applying multiple mods that introduce new models of the same type.
  • The Flat_AbilityMPCost Stat Mod will now have its ability ID redirected properly while applying multiple mods that introduce new models of the same type.

Crystal Project Update: Version 1.4.8

[h3]New modding feature:[/h3]
  • Added "Golden Quintar Jump 3" option to Project Model > General > Field Config. Increases the jump height of the Golden Quintar from 2 blocks high to 3 blocks high.


[h3]Bug fix:[/h3]
  • Fixed issue where Draw Distance couldn't be modified except for via the Quality preset.