Full notes
Full Crystal Project update
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What changed
- Gameplay
- UI and audio
- Performance
New modding features:
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.
New localization features:
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.
Modding bug fixes:
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.
Source
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