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Crystal Project News

Crystal Project Update: Version 1.4.7

[h3]New feature:[/h3]
  • Graphic Options have been simplified. Most options have been moved into the new Advanced Graphic Options submenu. The new Quality option can be used to automatically adjust Advanced Graphic Options to common useful presets.


[h3]Bug fixes:[/h3]
  • Fixed issue where game objects could get improperly mixed up when applying multiple mods that introduce new models of the same type (would most commonly occur with new Monsters). This fix will not retroactively modify existing save data for mods that have already been applied.
  • Fixed possible crash when interacting with a Crystal that didn't have a Crystal Name set on its corresponding class.
  • Fixed IsPlayerGender NPC Condition to properly display gender list instead of item list.
  • If Audio Engine has been set to NAudio and the game fails to start up because of it, it will now attempt to use the default Audio Engine instead of shutting down.
  • Fixed delay when first selecting New Game or Continue when many mods are available.


[h3]New modding features:[/h3]
  • Added new NPC Action Types: UnlockJob, UnlockPassive, LearnAbility, and LearnPassive.
  • Added new Passive property: Default Locked. Use with UnlockPassive to have passives unlocked via NPCs.
  • Added new Ability Mod: AddSpecificStatusCountUser. Renamed existing AddSpecificStatusCount to AddSpecificStatusCountTarget.
  • Added new Ability Mods: StatusRestrictedTarget and StatusRestrictedUser. These ability mods function like existing StatusRequiredTarget and StatusRequiredUser except that their conditions pass instead when the selected status is not currently applied.

Crystal Project Update: Version 1.4.6

[h3]New features:[/h3]
  • Added new option: Shared Input. Can be used to limit input to a single device.
  • The save deletion and overwrite confirmation window now only needs to be held for 3 seconds and the window text is more clear about which button/key needs to be held.
  • Slight performance improvement when loading new regions during exploration.


[h3]New modding features:[/h3]
  • It is now possible to add custom sprites. To add custom sprites, enable the "Has Custom Content" checkbox in the Project Model Mod tab. When image files are added to the listed folders, press the "Refresh Custom Content" button for the new images to be recognized by Crystal Edit. Only .png format is supported.
  • It is now possible to add/edit Animations.
  • Added new status property: Priority. Of all current applied statuses, only those with the highest Priority will be visually represented on the character's sprite.
  • The player's current coord can now be optionally shown in-game on the map screen to help with placement of new/edited entities. To enable this feature, navigate to the following folder:
Windows: %USERPROFILE%/Saved Games/Crystal Project/
Linux/Steam Deck: ~/.local/share/Crystal Project/
Mac OS: ~/Library/Application Support/Crystal Project/

And create a new text file here called "system.ini" (ie, a new file beside the other files such as settings.ini and graphics.ini). Paste the following into the new system.ini file:
[System]
ShowCurrentCoordinate=True

If the system.ini file already exists, append the following to the end of it:
ShowCurrentCoordinate=True
  • Added Member Defaults section to the Project Model General tab.
  • Converted DoublecastMPCostFlat to Flat_AbilityMPCost. Allows for adjusting the flat MP cost of any ability.
  • Added Troop Grid.


[h3]Bug fixes:[/h3]
  • Fixed issue where certain monster formations could become inaccessible during a randomized playthrough. Existing playthroughs will be fixed.
  • Fixed error on Controls screen that could occur when certain input types were mapped.
  • Fixed error when processing an ability with RandomStatus that didn't contain any Target Statuses.

Crystal Project Update: Version 1.4.5

[h3]New modding feature:[/h3]
  • Added new status flag: Prevent Removal. Makes the status immune to abilities that would explicitly remove it.


[h3]Bug fixes:[/h3]
  • Fixed issue processing/rendering terrain on Steam Deck when set to 30 FPS or lower.
  • During randomized or modded playthroughs, if a boss uses a transformation ability (eg, Metamorphosis) then the boss's drops and steals will be preserved.
  • When the Skip Minigames Assist Option is On, the Salmon Sprint will no longer indicate the automatic placement when choosing to not skip the race.

Crystal Project Update: Version 1.4.4

[h3]New modding feature:[/h3]
  • Implemented AddCooldownCountUser and ResetCooldownsUser. Renamed existing AddCooldownCount to AddCooldownCountTarget and ResetCooldowns to ResetCooldownsTarget.


[h3]Bug fixes:[/h3]
  • Fixed bug where comparing equipment as a Mimic would incorrectly remove the Sub-Command bonus from calculation.
  • Fixed bug where travelling to The New World early in a randomized playthrough could result in quest flags being set incorrectly. Existing playthroughs will be fixed.
  • Negative base stat values will no longer result in unexpected stat changes.
  • Fixed an error resolving enemy AI while Random Enemy Abilities is enabled.
  • Fixed Member/Member_2_MB walking animation hair color.
  • Removed unused Icon property from Ability model tab.
  • Removed unused options from the Damages property on Ability model tab.

Crystal Project Update: Version 1.4.3

[h3]New modding feature:[/h3]
  • Converted CooldownsMinus1 to Addi_Cooldowns. Allows for setting specific cooldown penalty/bonus values. Multiple sources now properly stack.


[h3]Bug fixes:[/h3]
  • 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.