Crystal Project Update: Version 1.6.2 (November 15th, 2024)
New modding features:
- Added new Stat Mod: RemoveStatusOnApply. Removes the specified status before the containing status is applied.
- Added new Ability Mod: CopyAllStatusCategoryToSelf. Works like CopyAllStatusToSelf but filters for a specific status category.
- The "Battle Disabled" ability property has been implemented and now properly disables the ability while in battle.
- The monster action message box now accepts multiline input.
New localization features:
- Added "Mod Text Replacements" tab to Vocab Model. This feature can be used to localize mods. Text in any mod which matches the "Original" column text will be replaced with the associated "Localized" column text.
- Added "Always New Line At Max Width" to Vocab Model Fonts tab. When enabled, new lines will always be inserted at a line's maximum width, even if there are no spaces nor other line breaks in the text.
Modding bug fixes:
- While selecting an ability in battle, the MP cost is now shown for abilities that normally don't have an MP cost but were given one via Flat AbilityMPCost.
- Fixed error opening Ability Grid when there exists a null job entry.
Crystal Project Update: Version 1.6.1 (October 21st, 2024)
Bug fixes:
- Fixed auto-jump bug where an auto-jump would incorrectly trigger while riding an NPC that walked off a ledge.
- When Items and/or Equipment have been randomized, fixed issue where missed steals were not being properly added to the Lost & Found. If a steal has already been missed on existing save data, the proper loot will now be automatically added to the Lost & Found when that save data is loaded.
- Fixed error when the game failed to retrieve supported resolutions from the graphics adapter. Fallback resolutions have been added.
New modding features:
- Added new Stat Mod: MDmgCannotKill. Same as PDmgCannotKill except for magical damage.
- Added new Stat Mod: ExpBoost. Works like JPBoostAll except for EXP instead of LP.
- Added new Ability Mod: NoDualWield. Dual wield is disabled while using the ability.
- Added Action filter to Entity Grid in Crystal Edit.
New localization features:
- Added Language field to localization mods. Localization mods can now have a proper description which is shown in-game.
- Added General.DESC_STATUS_DRAW_ORDER vocab to specify the order of status label string composition.
- When localizations are applied to mods, modded NPC text will no longer be overwritten for NPCs that have been considerably edited. Specifically, that is when the modded NPC has fewer pages or fewer actions on any one page than the localized NPC, or when any of the modded NPC action types does not match the type of the same action on the localized NPC.
Modding bug fixes:
- Fixed bug where mods with vocab text changes didn't always apply those changes in-game unless the mods were tagged as localization mods.
- Fixed Crystal Edit bug in the Vocab Model where preview text for certain values wasn't always being shown properly.
- Fixed bug where class masters sometimes wouldn't provide hints during randomized runs when playing with modded classes.
- Abilities with AttributeDamageRate will now properly check those attributes when determining whether an item can be used in the menu.
- Fixed crash that could sometimes happen at the start of a turn.
- Fixed error trying to load a weapon with a texture that cannot be found.
- Improved Crystal Edit's generic error message box to now show Inner Exception info if it is present.
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.