Here you can find the current changelog for Sable, starting from just after the point that our QA testing ended in May 2020. Click on one of the entries in order to view the content.
Last Modified: January 25, 2021
New additions and bug fixes for Sable …
+ Beta Version 1.4
- Beta Version 1.4
-I’ve added a new feature which allows you to specify the amount of players which can travel in the players party at any one time. Please see notes below:
1. the player may only travel with the set amount of characters in their party
2. if the player has reached the maximum amount of characters allowed in their party and a new character joins the party, the player will have to use the party management window to choose which party members are travelling in the party.
3. party members travelling in the party are considered active party members, the members not travelling in the party are considered non active and can only be swapped back into the party at specific points/event triggers in the game world
4. a new event trigger has been added called , ‘Add, remove or swap party members’ you can place these triggers anywhere in your game. the trigger can be set to perform three different functions which are:
1. allow the player to swap active party members for non-active party members. This will bring up the party management window.
2. force a party member to leave the players party.
3. force a non-active party member into the active party or have a party member which left the party re-join the players active party
*Please note the latter two options can only be used on characters which join the players party mid game and cannot be used on starting player characters.
4. the set maximum amount of party members setting is optional, if not turned on all party members will be active in the players party. If the feature is not active you can still use The event trigger to force party members which join mid game to leave the players party.
-I’ve added a new tool to help creators test balance in their projects. Please see notes below:
1. the option is in the edit menu and is called test balance between class’s and enemies. It can be run in edit mode or debug mode.
2. the feature allows Sable to run an instant simulated battle and then present you the stats and outcomes of the simulated battle.
3. you can set which class’s and enemies will be in the simulated battle, you can then alter any of the stats, attributes, equipment or abilities of the selected characters. 4. *please note any adjustments made here to class’s or enemies are temporary and for the purpose of the battle simulation only.
5. since the battle is simulated and run automatically Sable will use the enemy automation settings to control the players actions in battle. you can alter both the enemy and players percentage chance of using abilities during the simulation to more accurately replicate playing styles or to put more emphasis on testing abilities over physical attacks.
6. the simulated battle should take just a couple of seconds to run, it will then display the battle outcome, listing how many rounds it took and whether the player or enemy was victorious.
7. It will display an overview of each character from the simulated battle, showing : Amount of attacks, amount of successful physical hits and misses and finally amount of abilities used.
8. You can click on each character for a more detailed breakdown, this displays an overview of each character they attacked, along with more specific details such as minimum, maximum and average damage dealt to each character, along with which abilities were used on which characters, which hit, which missed and if damage was dealt from the ability the minimum, maximum and average damage dealt.
9. there is also an option to view the full simulated battle log. this displays a turn by turn account of the simulated battle in a navigable list . this can be handy if you want to see specifics about each action taken in the battle.
-added a player beacon feature for play game mode . the Player can place a beacon anywhere on the map by pressing B, the beacon omits a radar sound. Pressing shift and b brings up a list of beacons on the current map along with their relative location to the player. The player can Select a beacon from the list to begin tracking it. The player can also delete previously placed beacons from within this list
-added some new code which allows you to set when an event trigger will fire. Once an object is interacted with you can now specify whether the event trigger fires before the object performs its action or afterwards. barrels and containers have a third option which allows you to set the event trigger to only fire once the container is empty. This option can be found in the object editor. *please note, this setting is not available for NPC’s, since you can already set the event trigger to fire on which ever line of speech you like which already serves a similar purpose.
-added a new option to all objects, this allows you to set the object to be removed from the players map once the object has been used. the option can be found in the object editor. *please note, If setting this option on either barrels or containers the object will only be removed once the container is empty. If setting the option on NPC’s, the NPC will only be removed once all NPC dialog lines have been spoken.
-I’ve added two new options for changing terrain tiles mid game. please see notes below:
1. if you set an object to be removed, you can also specify that once the object has been removed that the terrain where the object was is changed to a different terrain type.
2. I’ve added a new event trigger which when fired will alter the terrain tiles where the current object is
3. Both of the above features can be used to turn walls into standard terrain tiles, or to just alter the terrain type to something else. *Please note, you can only change walls or terrains into new terrain tiles. You cannot change terrain to walls, since this would leave the player standing in a wall
– I’ve added a new feature which allows you to specify the maximum amount of party members which can be in a battle at any one time. please see notes below:
-this option is separate to the party size option mentioned previously in this update, but can be used in conjunction with that feature if desired. if both features are being used at the same time, the player will only be able to swap characters in battle with other active party members (not non active party members)
1. If the player has more active party members in their party than is allowed in battle, only the allowed amount will show in Battle.
2. Each party member in the battle has an option called swap party member. this lets the player swap that current party member for an alternative active party member.
3. If a party member uses their turn to swap in another party member, the new party member takes their place in the battle order and it becomes their turn in battle
4. Each Player soundset folder now supports a new third subfolder called intro. You can place sounds in here which will play when that player is swapped in during battle. This is an optional sound set folder and doesn’t need to be used if you don’t want a sound played when the player is swapped in.
5. Experience is now divided between all party members which were active during the battle and are still alive, even if they weren’t active in the party at the end of the battle
6. The exception to the above rule regarding experience is that a newly swapped in character will not receive any experience unless they have taken at least one turn in battle. this prevents players using one round to swap in all party members but without actually using them just to try and earn them experience.
7. The set maximum amount of party members allowed in battle is optional and if not turned on all party members will appear in battle and the swap party member option will not be available.
-I’ve Added two new options to the creator map marker object, you can now assign the object a custom radar or tile sound. (this is the object where a creator can place a point of interest to appear on the players in game map)
-I’ve increased the maximum amount of allowed starting party members to be set to 6
-made a small alteration to music or ambience changes when entering a map or building. If there is no change to music or ambience Sable will not fade out and fade back in but continue playing the track, if only one track changes it will only fade the one track.
-Since there are now various project settings for party members, I have grouped these all together in the project options menu in their own sub menu called party member options
-made various adjustments to the smart stats function (this is the function which automatically displays the stats of equipment, items, abilities and status affects if the player presses shift and S on the selected item). please see notes below:
– added some missing stat information for abilities
– added smart stat information for status affects
– tidied up general wording and order of displayed smart stats
– Previously when assigning resilience or vulnerability types to equipment, players, enemies, abilities or status affects, you used to have to add each resilience/vulnerability type one at a time. I’ve added some new code which now lets you either set a specific value for all types in one go or reset the value of all types back to zero. the two options are at the bottom of the menu and called ‘Set resilience or vulnerability values for all’ and ‘Remove resilience or vulnerability values for all’
-similar to above, when assigning damage types to weapons, items, players, enemies, abilities and status affects I have added a ‘select all’ and ‘deselect all’ option at the bottom of the list to allow you to select or deselect multiple damage types in one go.
-altered code for damage types for weapons, abilities, status affects, player and enemy unarmed damage types and on hand armour which deal damage , previously these could only have a single primary and secondary damage type assigned. the new code allows for multiple primary and secondary damage types to be added.
-made various adjustments/fine tuning to menus, which include:
-making all menus which display data refreshable so changes can be seen in real time.
-added the key stroke for quick exiting layered menus to some menus which were missing this function.
– when using an ability outside of battle you are now left in the menu to use further abilities, rather than being exited from the menu.
– in battle if you are told you do not have sufficient points to use an ability, now rather than being exited from the menu you are left there and able to pick an alternative ability to use.
-after exiting from a submenu from within either the battle menu or the equipment menu , you are no longer returned to the top of the menu, but instead are returned to the menu position you were in before entering the submenu
-damage and vulnerability menus now automatically sort alphabetically. This should make for easier navigation after adding custom damage and vulnerability types. *please note when viewing a list which displays both physical and secondary damage types, physical types will still show first (physical types are those usually dealt as the base damage type of a weapon, such as slashing, stabbing, piercing etc, whereas secondary types are usually affect types, such as acid, fire, poison etc).
– added a new option to the view objects menu in the edit menu (accessed with alt and e), now if you select an object here you are offered to either edit the object or be moved to the object.
– when first creating a new project you are asked to select a map type. previously the options were ‘outdoor map’ and ‘indoor map’. Feedback during the public alpha was that the names were unclear as to the difference between the two maps and their purposes, I’ve now renamed the two map types to ‘Standard map’ and ‘dungeon map’. I’ve also added descriptions for each map type, when selecting a map it mentions you can press shift and D on each option for a detailed description of each map type, which explains both how they work and their differences.
-added new code for creating and editing enemies, class’s, weapons, armour and items. Now at the point of creation you are asked if you want to adjust any stats, or whilst editing you can choose the ‘Stats’ option, this then brings up a full list of all stats which can be adjusted. You can then simply move straight to the stats you want to adjust and alter them. pressing escape returns you to either creation or editing once you have finished adjusting stats. this should make both creation and editing quicker as you can simply select the specific stats you want to adjust, rather than the previous system where you had to go through each stat one at a time to find the one you wanted to amend.
– increased maximum amount of enemies permitted in one battle to 12.
-in the equip character screen you can now also unequip weapons and armour directly from the main body parts screen (where it lists head, neck, body etc), rather than having to go into the individual body part itself to unequip the item.
– altered code so that shields now appear in the armour section rather than showing in the weapon section.
– added some new code to the equip character screen. Now if holding a two handed weapon rather than showing the weapon in two separate slots (‘held in left hand’ and held in right hand’) it now just shows in a single slot called ‘held in both hands.’ this should help make it easier for players to quickly tell if they are holding two one handed weapons or just a single two handed weapon.
– previously whilst manually altering player level in debug or edit mode you could only increase level, but not decrease it. I’ve added new code so you can both increase or decrease players level and their stats will level up or down accordingly.
-added some fail safe code which ensures a user must have at least one class in their project. Now if you only have one class in your project and you attempt to delete that class you will receive a warning message.
-added code so that whilst in the ‘Move to location’ window and entering new coordinates , pressing escape will exit without moving your character.
-Fixed a bug where If checking the description of an object, but the object has no description Sable would still fade background sounds as if it were about to read a description.
-fixed a bug with event triggers where if editing the preserved or single use trigger status, if attempting to change the status to ‘single use’ Sable was defaulting its status back to preserved
-In play game mode, if a barrel takes up more than one square, once opened its name wasn’t changing to smashed barrel.
in play game mode if you took or brought all items from a merchant or container, then saved, exited and reloaded all the items would be back in the container, or would show again in the merchants stock
-In play game mode fixed a bug with objects which have the event trigger to move the player to another map. if the object was larger than one tile and the action of the object happens after the player had been moved to the new map, the objects state wasn’t being saved.
-In play game mode fixed a bug with the event trigger which allows an NPC to join your party. When the NPC joins your party they are removed from the map as they should be. However, if you then saved, exited and reloaded , the NPC would appear back on the map
-fixed a bug with the new building code which could lead to duplicate buildings appearing on a newly created map
-fixed an issue with the descriptions for status affects not displaying the new custom names for HP, mana and stamina.
-fixed a bug which could cause duplication of the new damage and vulnerability types after entering and then exiting debug mode
-fixed a bug with ability creation, where if trying to create a new ability after editing an existing ability, a message would come up saying ability has no attributes which can be amended.
-fixed a bug where fire wasn’t showing as a default damage/resilience type.
-fixed a bug where custom created damage, resilience and vulnerability types were not loading correctly after exiting and reloading Sable
+ Beta Version 1.3
- Beta Version 1.3
-added a new option to sound sets which lets you create a new sound set folder directly from within Sable. see notes below:
1. as usual when selecting a soundset in Sable it will show the currently available sound sets for the particular item you are editing/creating. now at the very bottom of all sound set lists there is an option called ‘Create new sound set’
2. if you select to create a new sound set you will be asked to enter a name, this name is how the sound set will appear in sable and also how the folder will be created in the corresponding sounds folder in Sable.
3. Once created Sable will automatically generate a folder with the given name, it will also populate the sound set folder with any required sub folders (such as pain or death for example if creating an enemy sound set), it will then place the newly created folder into the corresponding sound folder in Sable
4. this new option is available for all sound sets including the newly added sound sets mentioned later in this update
5. you will still need to manually add sounds into the folder through file explorer. This should hopefully make creating sound set folders easier, especially if you are wanting to create content in Sable first and add sounds later.
-I’ve added code so that abilities and items now use sound sets rather than just single sound files. this will allow multiple sound files to be attached to abilities or items, in the same way you can for weapons, enemies, players etc.
-both ability and item sound sets have two sub folders: for items: use and finish, the latter is optional and only used for reusable items which have a finish sound (for example, a book, the use sound might be an open book sound, whilst the finish sound being a close book sound). for abilities the two sub folders are: hit and miss. adding a sound into the miss folder is optional, if the ability the sound is being used for supports miss sounds (restoration abilities and status affects don’t), if the ability misses Sable will look for a sound in the miss sub folder, if no miss sounds have been added Sable will use the sound found in the hit folder instead.
– I’ve added code so that the sound bite object in Sable now uses sound sets. see notes below:
1. this allows you to add multiple sounds to each sound bite, this should create more natural in game soundscapes.
2. these sound sets have no sub folders, but you can add as many sounds as you like to each sound bite, Sable will pick at random one of the sounds to play each time the sound bite fires.
3. to facilitate this new sound bite system sound bites now have their own sounds folder called ‘Sound bites’. You can either Manually add a folder called ‘Sound bites’ to your sounds folder, or the first time you create a sound bite in game sable will just automatically create a new Sound bite folder and add each new sound set into that folder.
-I’ve added new code to NPC sound sets, they can now hold multiple sounds, before they could only hold a single sound. with tile sounds it will pick at random one of the sounds in the sound set folder each time you reach the Npc, for radar sounds since these loop, rather than constantly changing which would sound disjointed in most situations, if there are multiple Radar sounds, it picks a sound at random when you first enter the map and continues to use that radar sound until you leave and re-enter the map where again a sound is picked at random.
-Added code so you can now rename/give custom names to player/enemy stats. you can rename: HP, mana, stamina, Strength, Dexterity, constitution, intelligence, wisdom, Charisma, Accuracy, initiative, Evade and armour.
-You can now create your own custom resilience and vulnerability types, you can also delete existing Resilience or vulnerability types.
-the above options can be found in the project options in the edit menu , there is a new option in here called labels, I have also moved the option to amend currency name and the race/gender option into the label section too, since this seems a more appropriate placement for these two options.
-We are now using Ebon Sky Studios new DRM system. This will mean new license keys for everyone, which I will send out separately
– I’ve added a new update feature to Sable. In the main menu there is an option called ‘Check for update’, this will check to see if you are running the latest version of Sable, if not it will offer to copy a download link of the latest version to your clipboard. You can then just paste this link into any browser to download Sable
+ Beta Version 1.2
- Beta Version 1.2
– added a new option to the enemy and class creation tool which allows you to set a natural/unarmed armour piercing value to their unarmed attack
– added new code to the character information window: When you view the player or enemies minimum, maximum and average damage , now if they have any armour piercing value it will show here. the values here reflect whether the character is currently holding a weapon or if not it will display their unarmed values
– amended how stats are viewed in the character information window for both enemies and players. before when you selected stats it read all stats in one long string. to make this easier to read, stats are now all displayed in a list which you can scroll through, this makes reading stats in this window more fluid
-coded a new tool which allows you to edit existing event triggers. this allows you to amend any of an event triggers settings including altering the trigger type. the new option can be found in the object editor in the event trigger option
– made a few cosmetic amendments to the new extended menu system, such as sounds which displayed the full file path now only display the sound file name, and various other small amendments.
-I have now also added the new extended menu system to key items, the object editor, status affects and event triggers, this means the new extended system has now been applied to all editing menus throughout Sable.
-when creating the event trigger which fires a battle, I have removed the option called ‘special encounter’ which allowed you to specify whether the enemy would no longer appear in random encounters. this option now serves no purpose, since which enemies are encountered on each map is determined by enemy banding.
-fixed a bug which had the potential to crash the inventory under very specific circumstances
-adjusted timing of money and experience gained sounds after a battle. before if money was earnt and experience were gained, but the player didn’t level up the money and experience gained sounds would play at the same time. this is now fixed and the sounds play separately
-Fixed a bug with the event trigger which allows you to add additional items for the merchant to sell. if the merchant already had stock of the additional item, rather than merging the two items and just increasing the amount available sable was creating a second listing for the new item. this is now fixed.
-fixed a bug with the event trigger which changes the map music and ambience. In play game mode, if a change of music or ambience is fired, if you save game progress, then exit and reload sable the music would have reverted back to the original music/ambience. this is now fixed
– fixed a bug in play game mode where if you unlock anything in game, save, then exit sable, when you reload the previously unlocked item is once again locked and could no longer be unlocked. this is now fixed
– fixed a bug in play game mode where if activating an object causes it to appear on the players map, if you saved, exited sable and reloaded the object was no longer showing on the players map.
– fixed a bug in play game mode where if using the event trigger to move player location and the resulting location fires a battle which the player loses, if on the game over screen you select to return to title and load a new playable game without exiting sable when you first load into the new game it will continue the end of the battle sequence from the previous game. this is now fixed.
-fixed a bug where when traveling directly from one building to another building, but both with differing music the music wasn’t changing as you entered the second building.
+ Beta Version 1.1
- Beta Version 1.1
various optimisation code added
+ Alpha Version 1.23
- Alpha Version 1.23
– In the item creation tool I’ve moved the positioning of the option which allows you to select whether the item targets allies or opponents, it is now before setting stats of the item.
– Added a new option to items which target enemies. Now you can specify how many dice and sides of damage the item will cause its target. *please note you can no longer set a HP value for items which target the opponent, since the new dice system now deals with damage calculations instead.
– added a new option to all objects, before only trigger objects and transitions could be set to either auto or manual (this is whether the object automatically begins interaction with the player when they reach it, or whether the player has to press the action key to interact with the object). now all objects have this option which can be set in the object editor for each object placed on your map.
– added some extra code to Sable which now allows you to create any objects as sized objects, this is done at the point of creating the object and placing it on the map.
– when placing any object or panning sound in Sable, pressing just enter will place an object/panning sound which is only one tile in Size. if you want to create a sized object/panning sound, at the point of placing the object/panning sound hold down the shift key and then press enter to place the object, whilst keeping shift held down use the arrow keys to size the object and release shift when you are happy with the size. this new method seems more natural than the previous option , which was cumbersome for adding just single tiled objects/panning sounds.
– a previous restriction of Sable was that anything placed in a container, set as a reward or given to a merchant to sell , would not be removed if you deleted the item in question completely from Sable. you would previously have to manually go to each container, reward location or merchant and manually remove the item. I’ve added code so Sable will now automatically remove deleted items/equipment etc from containers, reward locations and merchants if you delete the item/equipment from Sable, this will also automatically remove any abilities which are due to be rewarded, but completely deleted from Sable.
– optimised map saving and loading code, which has resulted in a 50% reduction in file size for maps. To filter this change into your previously saved projects you need to run alpha version 1.23, save each of your maps, then after that use Beta 1.0 to run and play your game/projects as usual
– to save code duplication I’ve merged the NPC and merchant into one. please see notes below:
-There is no longer an option to select merchant, just Person.
-During creation or from within the object editor you can set their trade.
– setting as no trade just creates a standard NPC
– setting them as a merchant creates a merchant.
– this new set up opens the possibility to code extra trade types, such as using the new code to reward abilities for an NPC to become a trainer and sell skills/abilities the player could purchase.
– which ever trade option you set determines which options will be available for you as a creator (such as greed level for merchants etc. it will also affect how the NPC interacts with the player, an NPC with no trade will work in the same way a standard NPC used to work, where as a merchant will operate in the same way a merchant used to work.
-another advantage of this system is it allows for the possibility of extra event triggers, such as triggers which could change the NPC’s trade, so you might have a merchant which is no longer able to sell goods, so becomes a standard NPC without the buy/sell options, or you might have an NPC deciding to become a merchant or having the option after a certain point in the game to sell the player an item.
-altered end game code so that when the end sequence fires and the map music and ambience fade out, it now also mutes any panning or radar sounds in range of the player
– I have moved all the sound folders containing default Sable sounds into the default sounds folder, these are the sound folders which contain Sounds Sable requires to function. the folders which have been moved into the default sounds folder are: Battle, Radar and UI. this way all sable required sound folders are now grouped together, saving any confusion to the end user over which sound folders contain sable sounds which shouldn’t be removed (they can obviously be replaced with the users own sounds, but need to keep the original file name to work)
– added a generic menu open sound to the UI sounds folder in Sable, this sound will play when opening any menu in Sable which doesn’t have a unique menu opening sound
– added new menu code to the below menus, the new code now displays each options current setting, for example when in the ability editor and viewing the options duration it used to just show as duration, it would now show as something like Duration: 5 rounds. this should make it easier for creators to quickly glimpse what each option has been set too. below are the menus I have added this too:
– Editor menu (the one with Enemies, abilities, project options etc)
– project options menu
– map options
– Enemy editor
– class editor
– ability editor
-fixed a bug with the formula which calculates any resilience’s. If the target had resilience to an attack the final damage output was always 1 less than it should have been. this is now fixed.
– fixed a bug with NPC’s which have been set up to have blank speech lines and the npc was set to speak in blocks
– fixed a bug with the end game event trigger , if set to not loop the music, when the box pops up asking if you want to exit or return to title, if you wait for the end game music to finish playing and then select an option the end game music starts to play for just under half a second. this is now fixed since the music is not set to loop it should not start again.
– fixed a bug caused by the last update which could lead to duplicated radar sounds on a map if you tried to use a transition, but were blocked by using it due to the transition being set with the set quest event trigger and the player hasn’t yet completed the quest but attempts to use the transition.
-fixed some labelling bugs in Sable
– fixed a bug in play game mode where event triggers which set quests, if two locked dialog lines were next to each other, if you complete one , saved and then exited sable, then when you reload sable and load that save file, the previously unlocked dialog line would have become locked again.
– fixed a bug with transitions where only one side of the transition was an auto transition, when travelling from the non-auto transition to the auto transition you would be taken straight back again.
– fixed a bug with terrain unique body fall sounds, these weren’t playing and it was always using the default Sable body fall sound.
– fixed a bug with sized panning sounds which could lead to panning sounds reverting to non-sized panning sounds.
– fixed a bug with the building creator where the space between the entrance and exit doors was not being treated as a wall when you reloaded a map with a newly created building.
+ Alpha Version 1.22
- Alpha Version 1.22
-minor bug fixes relating to the new auto transition and sized options added to all objects in the previous update
+ Alpha Version 1.21
- Alpha Version 1.21
-added a new option to the transition object editor , you can now amend the transition type (this is where you set it to be either an auto or manual transition).
– Altered the code for placing transitions where it asks if you want to set different attributes for the exit . it now brings up the object editor, this gives more options to the creator when placing the exit including now being able to change sounds, locked state or transition type if you want them different to the first placed transition.
-added a new option to the damage status affect. the new option is called damage on initial round. setting this to no simply means when the status affect first hits/applies itself to its target it will do no damage on that round
-added a new option to the set quest event trigger. now whilst creating or editing this trigger you can specify whether the object it is assigned to can only be accessed after a certain point in the quest. for example you might have a set quest trigger on a door, but you don’t want the door to be openable until the quest is complete, this new feature would allow you to do this. if you select this option you can choose after which quest dialog line the assigned object becomes available to the player.
-added the option to edit class’s and enemies and also assign or remove abilities whilst in debug mode. *please note as with all changes made in debug mode these are only temporary changes for the purpose of testing and any changes made in debug mode will not carry over into your project save file.
-added a new option to both the reward you can set from an NPC dialog and the rewards given from an event trigger. You can now set the reward to teach the player an ability or skill. please note: if the ability is a higher level than the player when they are rewarded the item they will not be able to use the new ability until they reach that level. if you want to ensure the player will be able to use the ability as soon as they are rewarded it, but unsure what level the player will be at that level , simply set the ability level to 1, since all characters start at level one this ensures the character would definitely be of a high enough level to use the ability when they are rewarded the ability.
– added a new option when viewing a key item in creator/debug mode. when you select a key item from the edit menu as well as all the usual information it displays it will now also show whether the item is a physical or invisible key.
– I’ve added Game controller support to Sable. Although this works in all game modes (there are some creator key controls), it was more designed for use with Play game mode, since in creator mode a keyboard is required frequently for text input. To use a controller with Sable you will need to ensure your controller is plugged in before loading Sable, when Sable first loads it automatically looks for plugged in controllers, if found it will automatically set that controller up for use with Sable. The current key set up is just temporary, I mapped keys to the controller more to test functionality than anything. Nearer to Sables full release we will evaluate the key set up, adding more options and making it a more fluid user friendly experience . I have put at the bottom of the email a full list of all the current controller keys.
-to streamline the object creation menu, since the sized transition and door/transition serve almost the same purpose, I have removed the sized transition option. Now when you select door/transition you will have the option to set it as an auto or manual transition, plus when placing it you will be able to size it if you require.
-streamlined the process for adding and editing the rewards given from an npc or an event trigger. before you had to go through all options, items, exp and gold, even if you only wanted to add/amend one. I’ve now put this into a menu system so you can just select the specific reward type you want to add/edit .
– as a follow on to the above, I’ve created this as an advanced menu so it will also display what you have currently set for each option whilst browsing the menu. this is handy if you want to quickly check what you have set as a reward without having to physically go into each option.
-removed some temporary code which was added in the last version of Sable and allowed manual deletion of key items. Now as before key items can only be deleted if you delete the object which the key item opens/unlocks.
-fixed a bug where if deleting a sized object which had a key item assigned to it (such as a sized transition or a sized object with a trigger event to set a quest), the keys linked with that object would not be deleted unless you were standing on the master tile.
-Found and fixed a bug which would happen if you have a single use event trigger set on a door/transition which leads to a different map. In play game mode if you go through the door and fire the single use trigger, then save your game and exit Sable. When you reload your game to continue if you return to the map with the original door/event trigger, if you attempt to go back through the door it would again fire the event trigger (which it shouldn’t do since it was a single use trigger). this is now all sorted.
-fixed a bug which was present in both NPC’s and event triggers which set a quest. in play game mode if you opened a locked dialog, but then saved and exited Sable, when you reloaded your save game the dialog is once again locked. This also caused a similar issue with the new NPC dialog lines if they set a reward, where if you had received a reward, then saved your playable game, exited and reloaded, Sable hadn’t logged which rewards had already been taken. This meant if a dialog line which had previously given a reward had to be spoken again it would reward the items or gold/exp again. both issues are now fixed
-fixed an issue where if a preserved event trigger was set on a transition which led to another map it wasn’t storing which quest dialog lines had already been read, resulting in dialog lines being unnecessarily repeated
-fixed a bug with the set quest event trigger when being placed on a sized transition. if you had set a quest or locked dialog but not placed it on the master tile of the sized object it would result in the quest /dialog not completing when you return with the completion key. This is fixed since it shouldn’t matter which of a sized object tile you place an event trigger on.
-Sable was announcing old locked dialog line keys which had already been set as rewards, but the key had since been deleted entirely from Sable.
-during a battle, if the first character in the battle order had an active status affect, sable would in certain situations fire the status affect before the characters turn and then after their turn too (when it should only happen afterwards), this has now been fixed.
-fixed a bug with the new option which allows you to have only one sound for an ability which affects multiple targets where there was a larger time gap between pain sounds of certain targets. This is now fixed and the sound gap is the same between all enemies.
-fixed a bug where all sounds were being played if a character both gains EXP , levels up and also learns an ability too
-fixed a restoration bug where if it was set to revive a defeated character it wouldn’t actually revive that defeated character
-fixed a bug with the counter status affect which could lead to the caster attacking themselves when they counter an attack.
-fixed a bug with the regen status affect. if it was being used as an on hit status affect , although it would regenerate the target, no text was being spoken when the target regenerated.
-fixed regen status affect bug where incorrect values were being added to the target.
fixed a status affect bug where on hit regenerations were being applied on the initial round, when it should only be after the targets round, not when applied
-with the regeneration status affect I’ve now set it so that if a target has multiple regeneration status affects applied (through multiple armour/weapons with regen, passive abilities and on hit status affects), that rather than treating these all as separate increases it adds the sum value of all regeneration affects at the end of a characters turn and reads them as a cumulative total, rather than individually . for example if a character has 3 different regeneration status affects active, all increasing 3 hp each, Sable will just read ‘regenerated 9 hp’, rather than saying regenerated 3 hp three times.
-fixed a bug with fast travel points. in creator mode if you use a fast travel point to take you to another map, a message pops up warning you that any unsaved data will be lost if you leave the map and asks if you wish to continue, if you select no you are left in the map but all panning sounds will have stopped
-fixed a bug where panning sounds would stop playing on a map if you tried to use a transition , but were blocked due to it having a set quest event trigger on the transition.
-fixed a bug where if moving directly from a single tiled object to a sized object, the radar sound for the single tiled object would not start playing when you left the object until you also left the sized object too.
Game controller keys below:
Left analogue stick = controls all player movement and menu navigation.
Left analogue stick pushed in = object editor (only works in creator mode and you must be standing on an object)
*not sure if I have the correct names for the four buttons below, but these are working anti clockwise from the bottom A button
A Button = action (replicates the spacebar)
B Button = Back (replicates the escape key, so also cuts off TTS speech, plus brings up the in game menu when in a map)
Y Button = Equipment menu in play game or Debug mode, whilst in creator mode places selected objects/tiles on the map
X Button = this replicates pressing or holding shift
Left Shoulder button = Inventory
Right Shoulder button = magic menu
X button and Left Shoulder button = move down the Z axis in creator mode.
X button and Right Shoulder button = move up the Z axis in creator mode.
Left Trigger = creation menus (creation mode only, these are the menus with terrains, panning sounds, objects etc)
Right Trigger = Edit menu (creator mode only, this brings up the menu where you can edit existing equipment, players, enemies, project options etc)
*the below two buttons are the ones on the front of the controller in the middle, again, sorry not 100% sure on their names
Menu = quest log
View = [party member window (play game and debug mode only), this replicates the P key, so it means you can use this in conjunction with the shift button to sample sounds whilst in menus
Right analogue stick up = tracking information (this is used if you are tracking anything from the player map)
Right analogue stick pushed in= Player map
Directional pad down = view current player coordinates
Directional pad right = check player money
*whilst in menus:
Left shoulder button = tabs backwards through menu tabs
Right shoulder button tabs forward through menu tabs
+ Alpha Version 1.20
- Alpha Version 1.20
– amended starting unarmed stats for the four hard coded class’s . altered dice, sides and their unarmed stat modifiers
-added a new option to damage abilities called by-pass targets armour rating. as its name suggests selecting this option means the damage ability in question when calculating damage will completely ignore the targets armour rating.
-added a new option to the ability creation/editor tool. if the ability affects multiple targets an option will appear called sound type. this will determine when the ability sound will play. see notes below:
1. Singular sound – For abilities which affect multiple targets the sound will only play once regardless of how many targets the ability is cast on.
2. Multiple sounds – For abilities which affect multiple targets the sound will play once for each character the ability is cast on.
3. I’ve added code so this option will also work on abilities which use the casters weapon and have a custom ability sound .
4. when selecting this option you can press shift and d on each option to receive the detailed description”);
-added some new options for damage abilities which use the targets weapon. please note all new additions are added to the weapons current damage . please see full list of additions and notes below:
1. rather than having the option to add a fixed damage bonus to the weapons attack, you can now choose to add additional damage dice or sides to the weapons attack .
2. you can now add additional damage and secondary damage types to the weapons attack
3. you can add an additional armour piercing value to the weapon
4. you can choose for the weapon to bypass the targets armour rating
5. you can select the ability to use a custom sound instead of the weapons standard sound
6. all of the above will only be applied to the weapon whilst using the ability in question, they fade from the weapon as soon as the ability has finished the ability
7., please once again note these values are not standalone values, but are added to the weapons already existing values. for example if the weapon does 1d 6 of damage and the ability adds 1d 4 the weapon would do 2d 10 of damage when the ability is used.
-made alterations to the protect status affect, now unless you have created it as an ability which targets multiple characters it will only allow you to protect one character at a time. trying to protect a second character will result in the ability user no longer protecting the original character and instead shifting their focus to protecting the new character instead.
-added a new option to the protect status affect which allows you to select a custom sound that is played when the caster has to protect one of their allies (before there was no sound selection, so you had to use a specific pre-set sound
-added some new code to status affects which extends their usability. Before all status affects were either an On hit or an on equip status affect. the newly added code means most status affects can now be used as either on hit or on equip. this should give creators more flexibility with how they use status affects. there are a couple of status affects which do to their nature or how they work can still only be used as either on hit or on equip only, I’ve listed these below along with a few notes:
1. drain, taunt, , summon, protect, remove affect, , open lock cannot be used as both, most of these would simply serve no purpose being used as both on equip and on hit, for example protect is an on hit status affect, making it on equip would be pointless since protecting yourself would serve no purpose.
2. if using a status affect which is both on hit and on equip, when being used as an on equip or passive status affect it will ignore any previously set duration (as it will be active for as long as the item with the on equip status affect is equipped or from when the passive status affect is learnt, it will fade from the player only once the equipment is removed/unequipped. it also ignores hit chance, since it is an on equip status affect or passive, regardless of hit chance the status affect will always become active when the piece of equipment is equipped or the passive ability learnt (since otherwise people would simply unequip and equip the piece of equipment until it activated , so having the hit chance on equip or passive status affect would serve no purpose.
3. when viewing all status affects it has previously also shown whether they are on hit or on equip. I’ve changed the wording here slightly so they will now either say: ‘both on hit and on equip’, or either ‘on hit only’ or ‘on equip only’
-added code so that the sound used for quest completion now has its own sound in the U_I folder (before it just used the ‘New Ability Learnt’ sound. the new sound file is named ‘Quest Completion ‘
-in the battle screen in debug mode when viewing full targets stats, I’ve added some text at the bottom of all the stats which now show the targets active status affects. when viewing the full stats if the target had no resilience’s or vulnerabilities the bottom two stat options were just blank, to save confusion it now says that the target has no resilience’s or vulnerabilities.
– added a new option to the event trigger end game which allows you to specify whether the end game music loops or not
-added a new option to the sound bite object, which allows you to place a sound bite in a specific location on a map, before the sound bite was applied automatically to the whole map so could be heard where ever you were on the map. With the new option since the sound bite has a specific location on the map the sound will centre around only that area and will pan as the player gets closer or further away. I think this could come in really handy for map sounds and creating more fleshed out realistic soundscapes. when creating the sound bite you are given the option to create a map sound (this is played throughout the map, or a location specific sound which is tied to a specific point on the map you can also choose to size a location specific sound bite
-fixed an immunity status affect bug. During creation when choosing to select immunity against only certain abilities/status affects you can choose to either select which status affects/abilities it offers immunity against, or which ones it does not offer immunity against. if selecting the latter there was a bug where it would only offer immunity against those you selected, rather than immunity against the ones you hadn’t selected as it should with this option.
-fixed a bug where if an ability also has an on hit status affect , if the target has immunity to the ability Sable was blocking the ability but still allowing the on hit status affect through, when blocking the ability should have cancelled any potential on hit status affects that ability had
-fixed a bug where if the status affect prevent recovery was active on a character and was also set to reverse any attempted recovery affects, if they then used the status affect regeneration when regenerating it would reverse the affects but not read out any decreases dealt by the regeneration, No pain sound was played either if the player lost HP as a result of the regeneration.
-fixed a bug where newly created class’s weren’t showing in certain places in Sable and only the four original class’s would show.
-fixed a bug with weapons which deal armour piercing , the calculations were incorrect
-fixed a bug with damage abilities which use the casters weapon, it was not reading out the damage dealt
+ Alpha Version 1.19.1
- Alpha Version 1.19.1
– I’ve added a class editor tool which allows you to edit existing party member Class’s. please see some notes below:
1. This is accessed from the edit menu (ALT and E), then select class’s , then view class’s, then select the class you wish to edit. You will be taken to the usual player/class information screen (where you can view stats, abilities etc), but there is a new option in here called ‘Edit’, select this to make amendments to the class.
2. you can amend all base stats and secondary stats.
3. You can adjust all unarmed stats including damage dice and sides,, unarmed damage types and unarmed sounds.
4. you can assign natural on hit status affects and resilience’s or vulnerabilities
5. You can adjust the starting level for each class. *please note this will adjust the players starting experience accordingly, so if you set them to level 20 it will assign them the experience required to reach level 20. Reducing level will reduce all base stats to their starting value and then apply the level increase (this is a temporary work around, since at some point I will add a function to sable to reverse calculate experience gain to replicate players reducing level so sable can also reduce stats accordingly.)
6. you can adjust unarmed and player sound sets. The player sound sets are temporary and for the purpose of testing in debug, since the player sound set for play game mode is chosen at the point of setting up party members when you select their gender.
7. you can also adjust basic information such as descriptions, whether the character has a body fall, casting stat etc.
-I have also added a tool for creating new class’s. see notes below:
1. this can be accessed from the creation tool menu (number 5 on the number row). It is called class creation tool
2. all options mentioned in the class editor above are available in the class creation tool.
3. you can set stat progression growth style, but currently this is restricted to the four stat progression styles set into sable. Before the official final release users will be able to set their own stat progression
4. you can delete unwanted class’s. to do this, go to the edit menu (alt and E), then view class’s, then press delete on any class’s you want to remove. During the public alpha people wanted a way of getting rid of class’s they weren’t using so they didn’t show up in battles in debug mode, this should be a good solution to this issue.
-I have amended the code in the party set up window. Before there was an option to set each players gender, this then assigned the appropriate sound set to that player. Before the only options were male or female. . to add more flexibility Sable will now auto populate the options available here with whatever sound sets you have in the player sounds folder. see notes below:
1As a creator you can change the name of this option from gender to another name of your choosing. So if you wanted you could change it from say gender to race, type, breed, whatever you want. the option to change the name of this field is in the project options menu.
2. any sound sets you add to the player folder will automatically appear as an option in the gender menu when setting up the party. This means if you added for example say a space marine, dwarf or hobbit into the player sound set folder they would all automatically appear in game as selectable options and would assign the selected sound set to the player.
– I have moved the position of setting the unarmed combat sound set in the enemy creator, this is now asked for in the section of the enemy creator which deals with unarmed combat. if you equip an enemy it doesn’t use unarmed attacks and it skips the unarmed section, meaning you don’t have to set an unarmed sound set for enemies which don’t use unarmed attacks. Bug fixes below:
-fixed a bug with the new sized panning feature. it appears there was an error in one of my formulas, where non symmetrical sized panning sounds could have oddities with how sounds were being position/played.
-fixed a wording issue in the new sized panning sounds creation tool where it refers to the panning sound as a transition.
-fixed an issue with manually adjusting enemy or player evade values which could lead to irregularities with the characters evade values.
-I found a bug where applying weapons or armour to enemies in the enemy editor would apply any stat adjustments to the enemy twice
– I identified a bug where any armour assigned to an enemy the enemy would not be actually wearing during battle. Due to the above bug stats were still being applied, so it was only when I fixed the above bug I noticed this one.
-I had left some testing code in the last version of Sable accidently which allowed access to creator tools whilst in debug and play game mode, which I use for bug testing purposes. I have now removed this as it should only be there for internal testing purposes.
+ Alpha Version 1.18
- Alpha Version 1.18
-added an option to add sizable panning sounds to your maps.: this can be handy for creating things like rivers, allowing you to place one large panning sound, rather than lots of little ones. please see notes below:
1. these are set in the same way as sized transitions and sized trigger objects. press enter to start the process, then hold down shift and use the arrow keys to size the panning sound.
2. the sized area you place is considered the centre of the sound, only when you leave the centre of the sound will it start to pan/fade as you move away. using the river as an example you would size the panning sound over the whole river, whilst in the river the sound would not pan or fade, only when you stepped out of the river onto land and started to walk away from the river would the sound start to pan/fade
3. in order to improve Sable performance and reduce saving and loading times, although the player will never know or see this, all the data /information about the panning sound is stored in a single master tile. to delete a sized panning sound you must be standing on this master panning sound tile. the easiest way to find this is to use the edit menu, select panning sounds, here it will list all the panning sounds on your map, select the panning sound in question, press enter and it will ask you if you want to move there, at which point it will move you directly to this master tile, at which point you can use the delete key as usual to delete the panning sound and it will delete the entirety of that panning sound from the map. Another advantage of this system is it allows the user to place over lapping sized panning sounds if they wanted to.
-added new code which allows you to set different custom battle music for each map in your project. You don’t need to have custom battle music for each map, if you don’t set anything Sable will just use the default battle music for that map. this setting can be found in the edit menu (ALT and E), in here select map options then custom battle music for this map.
-similar to above, I’ve added new code which allows you to set custom battle ambience for each map in your project. You don’t need to set custom battle ambience for each map, if you don’t set anything Sable will not use any battle ambience track for that map. this setting can be found in the edit menu (ALT and E), in here select map options then custom battle ambience for this map.
-Added a new event trigger option which allows you to create an event trigger which sets the player a quest. see notes below:
1. whilst setting the event trigger you have all the same options as that of the new NPC’s quest setting system.(this means you can set multiple dialog lines, lock specific dialog lines, assign reward and set multiple quests).
2. if adding multiple dialog lines they will be spoken in blocks when the player fires the event trigger (this is using the new NPC dialog block style system)
3. if an event trigger sets multiple quests or has multiple dialog blocks or locked dialogs then you must set the trigger type as a preserved trigger so the player can interact with the event trigger more than once.
4. if you set the event trigger as a single use trigger, it can only be used once, so it could set a quest but you would need to set the completion key so that it marks the quest complete once found, since you would not be able to return and use the event trigger again if you had set it as a single use only trigger.
5. Since this uses the new NPC setting quest system, you could create quest chains as you can with NPCs. Due to this I have built in a function which lets you edit this specific event trigger. when you go to the object editor tool, if the object has been assigned an event trigger which sets a quest, as well as the usual event trigger options: add a new event trigger or remove existing event trigger, there will be an option called edit event trigger, this will let you amend the various set quest options such as dialog lines, quests, locks and rewards
6. this new event trigger is not available for NPC’s and merchants, since it would serve no purpose since they can already set as many quests as you like and have all this functionality built directly into them thanks to one of the earlier updates this month.
Bug fixes below for this version:
-fixed a bug which prevented deletion of trigger objects which only took up one tile space from older maps (ones before the sized trigger objects were introduced a few versions back). this is now fixed and these objects can now be deleted, even if from really old maps.
-fixed a bug where event triggers were not firing which had been placed on doors/transitions.
-fixed a bug where door/transitions which had event triggers assigned and led to an alternative map would only fire once even if they were set as a preserved trigger, this only happened in games started in the play game mode if you returned to the same door/transition mor than once.
-fixed a bug where if you placed a panning sound and object on the same space, plus assigned the object an event trigger which moved the player to another map, if you returned to that first map the panning sound would not play. this issue was only in games started in play game mode
+ Alpha Version 1.17
- Alpha Version 1.17
-added new code so you can now assign multiple event triggers to both NPC’s and merchants. you can now set an event trigger to each line of speech, plus one before the npc first speaks too. -added a new event trigger option for merchants. the event trigger allows you to alter the merchants greed or give them additional items to stock
-added two new options to the object editor tool for NPC’s and merchants. the two new options are:
1, the new addition added in last week’s update which allowed NPC and merchants dialogs to be spoken in blocks of speech can now be toggled on or off for each NPC or merchant. the option is called Dialog style. I added this as I’m sure some will prefer the old style of dialogs where each line is spoken individually and some will prefer the new blocked dialog style. Before you alter the option it is by default set to use the old single line speech dialog style.
2. if using the block dialog style, you can now choose whether when you interact with an NPC/merchant again and they repeat their last speech whether it will repeat the whole block of dialog or just the last spoken line.
-Some bug fixes/alterations below:
-fixed a sound bite issue for NPCs, selecting looping just kept it set to whatever it was previously.
-fixed an issue on the main menu, where if trying to load an existing project after starting a new game, but exiting new game set up before entering a new save file name, sable would tell you there are no projects to load, even if there were.
-fixed the experience gained sound not playing if rewarded experience from a dialog or as a reward from an event trigger
-fixed a bug where when loading into a map, any event triggers which fire text would speak the text before the new map had loaded
+ Alpha Version 1.16
- Alpha Version 1.16
-Fine tuning and amendments below:
-Before it wasn’t possible to lock the dialog line which sets a quest. I’ve now Added this option so you can now lock the dialog line which sets the player a quest. this can be handy if you don’t want the player to receive the quest until a certain point in the game.
-Previously in Sable you had to press space to hear each individual line of speech. Since with the new dialog speech you can have blocks of dialog lines before quests are set, after they are finished and in-between, to make these blocks of dialog feel more like connected conversations, rather than individual non connected singular speech lines, Sable will now read the whole block of dialog, rather than just an individual line. please see notes below:
1. Sable will consider a block of speech anything from the current position up to (but not including) a locked line of dialog, or up until (and including ) a quest being given.
2. Sable will read the whole block of speech, it will read each line of dialog in the block, once it has finished a line of speech it plays a sound to signify to the player there is more speech in the current dialog block. the player can press either enter, space or escape and sable will read the proceeding line of speech. this will continue until Sable reaches the end of the block of speech.
3. A block of dialog which is before a locked dialog line will continue to be read from the start of that block each time the player tries to talk to the NPC until the player unlocks the locked dialog . this is to imitate a player for example trying to talk to an NPC after they have set the player a quest , but before the player has actually completed the quest, for example (why are you still talking to me, I thought you said you were off to go kill that monster’
4. For blocks of dialog which are locked (such as in point 3), Once the player has the required key to unlock the speech line Sable will skip reading the block of text before the locked dialog . this way using the example above, it wouldn’t read the ‘why are you still talking to me text’ if the player has returned and has the required quest completion key.
5. to get Sable to play the new sound in-between speech lines in a block of dialog it requires an additional sound file to be added to the UI sound folder. This file needs to be called: Next Dialog. Sable will work without it, you just won’t get the sound played. I have placed a place holder sound for this in the UI sounds folder in dropbox , you can use your own sounds or use that one for testing if you want.
*I’ve probably made the above seem more complex than it is, in practise in Sable it is more straight forward and makes a lot more sense and I think makes conversations flow better and seem more natural and connected.
-Now when viewing the list of existing dialog lines it will now say as before which lines set the quest, but also which speech lines complete the quest. hopefully this makes for easier navigation
– added additional descriptions for most menu options in the dialog creation tool, these are accessed in the usual way by pressing shift and d on each option. hopefully the extra descriptions make all the options clearer.
– reworded the options for when you choose to lock a dialog line. the two options are now called: Quest completion and Lock dialog. both options lock the dialog but hopefully this makes it clearer the first is for setting the completion part of a quest and the second option is just for locking a dialog line. Which ever option you choose both will lock the speech line. these have both had detailed descriptions added
*please note when using the second option (lock dialog: This is meant as a behind the scenes mechanic designed to block a line of dialog along with any proceeding dialog until the player returns with the unlock key. Once unlocked the speech line will be spoken. For this type of locked dialog no quest is set and therefore no Sable sounds or completion text are spoken once unlocked.
-The Z key previously brought up the last TTS line spoken by an NPC or merchant. rather than just showing the last spoken line, I’ve extended this so it lists the last 20 spoken dialog lines.
-Bug Fixes and amendments Below:
-fixed a bug where if NPC dialog was set to TTS and with a sound bite too, if you chose to amend the speech line it would instead give you the options to amend the sound bite
-fixed a bug where if changing the speech type (from TTS to voice or vice a versa ) but no text or sound was selected, it would leave a blank speech line in that slot which couldn’t then be amended. now if changing the speech type and no text is entered or sound selected sable will not amend the speech type and leave it set as it was before.
-fixed a bug with the new feature to assign rewards to specific speech lines. if the reward was given on a speech line which repeats (such as the final speech line, or a locked speech line before it is unlocked), the reward would be given each time the NPC spoke that speech line.
-fixed a bug where if attempting to speak to an npc whilst in creator mode (which isn’t possible).,then when you enter debug mode and try to talk to the npc nothing would happen.
-fixed a bug which could generate blank lines of dialog after reloading a saved project.
-Fixed a bug where if you locked the first line of a dialogs speech, if you spoke to the NPC before unlocking the line they would still speak that initial line.
fixed a bug where reward items given by an NPC were not saving
-all of the above amendments and bug fixes apply to both MPC’s and merchants too.
+ Alpha Version 1.15.1
- Alpha Version 1.15.1
-removed some testing code which would speak the name of NPC’s when you first load the map.
-fixed a bug where if adding new speech lines to an NPC from the object editor tool it would warn no speech lines had been added to the NPC voice lines folder, even if there were voice lines in that folder.
-added code to the window where you have to either enter text or select a voice line for the NPC. now if you press escape or don’t enter text/select a voice line sable will exit dialog creation and not add a blank line of speech. if you want to add more speech at a later stage you can always add more speech from within the object editor tool
+ Alpha Version 1.15
- Alpha Version 1.15
NPCs quest dialog is now less rigid and offers more flexibility. You can add as much dialog as you like, you can also now have multiple lines of speech before a quest is set, after the quest is complete and also in-between it being set and being completed
-NPC’s can now set multiple quests, You can set each NPC as many quests as you like.
-Each NPC dialog line can now be set to reward the player items , experience or money without needing to add an event trigger. this saves wasting an event trigger on rewarding the player, it also allows the NPC to reward you after as many speech lines as you like
-You can now lock speech lines, so they will not be spoken until a player completes a certain task/returns with appropriate unlock key. like quests you can lock as many speech lines as you like.
NPC’s can now be set a mixture of both TTS and pre-recorded speech lines (before it had to be one or the other
-When creating or amending each speech line for an NPC you will be presented the following options which are specific to that current speech line: edit current speech line, reward player, set quest, lock speech line, add sound bite (the sound bite option will only show for speech lines which use TTS speech). Each option will also display either ‘none’ if nothing is currently set, or display what has been currently assigned to each option.
-for ease of navigation, when viewing the list of created speech lines for each NPC in the object editor, it will at the start of the speech line display which options have been set/assigned to that specific speech line, or just read speech line only for speech lines which have no additional options assigned to them
-Merchants can now set quests (they have all the new NPC options mentioned above)
-added new code to the trigger object, you can now create sized trigger objects, so they can occupy more than one tile space. you place it in the same way as you would place a sized transition (press enter to place, then hold down shift to size the trigger object. If you only want it to occupy one space simply press enter, then press shift and release without adjusting size
-added new code so now if you decide to replace any of the default Sable sounds with your own you can now replace them with either wav or ogg sound files.*please note it will still not allow you to replace the ebon sky Studios logo sound
-made some alterations to the map intro tool. Now you can:
1. amend existing intros (rather than having to completely redo them from scratch if you wanted to amend something in the intro).
2. you can now delete existing intros.
3. if setting text to speak during the intro you can now set it so that the music/intro clip will automatically fade out when the text has finished, or leave it as before so the clip will run to the end. 4. you can now access the intro tool from within the map options menu (this used to be accessed with shift and I)
-added a new option to the edit menu called map options. I will be adding various new options within here, but for the moment the options are as follows:
1. Map Name – this allows you to alter the name of the map, this is the name which is spoken when a player enters that map. it is not possible to change the map reference
2. Intro – the map intro tool which used to be accessed with shift and I is now accessed from here (as mentioned previously)
3. enlarge map – this option allows you to resize your current map. *please note the following important notes regarding this feature:
-This option is not available in debug mode
-you can only enlarge maps , not reduce their size. so once you have enlarged your map there is no way of returning it to its original size
-using this function will automatically save your current project along with all changes since your last save including the new map dimensions, therefor changes are permanent and cannot be undone
-a Warning message will flash up before using this feature, to prevent someone accidently selecting this option
*Minor bug fixes and adjustments below:
-Fixed sized transition bug, where if trying to place a sized transition on top of another object Sable would notify you of this and tell you to try placing the transition elsewhere, but then would also pop up a second message saying the transition was outside the map boundary even though it wasn’t.
-renamed save option whilst in creator mode from ‘save map’ to ‘save project’
-during quest creation you are asked if the quest completion key is a physical key. This caused some confusion during the public alpha, I have applied the following change here: now instead of just asking is the key physical with a yes or no option, now there is a menu where you can select whether the key is a physical key or invisible key. The menu also allows the user to press shift and d for a more detailed description of each option, hopefully this clears up some confusion regarding types of completion keys
+ Alpha Version 1.14.1
- Alpha Version 1.14.1
-accidently left in some testing code which speaks zero when attacking when both hands are holding separate weapons. this has now been removed
-altered code which speaks an objects location and distance based on the players current position relative to that object (for example when viewing all objects, tracking objects, the building look command, the map etc). before it would always read two cardinal directions, even if one was zero (for example north 3, west 0). it now only reads directions if relevant, so will ignore directions that would speak zero (using the previous example it would now just say north 5)
+ Alpha Version 1.14
- Alpha Version 1.14
-fixed a bug where the object editor tool for a sized transition was only allowing you to edit event trigger, name and description. it will now also allow you to amend all standard door/transition options (sounds, locked state etc)
-fixed a bug in creator mode where if you use a door to another map a warning flashes up that unsaved data will be lost, and asks if you would still like to continue, if you select no all panning sounds on the current map do not recommence playing
-fixed a bug if you create an npc or merchant and select them to have voice lines, but then don’t assign them any voice lines, if you enter the object editor to amend their speech lines Sable will throw up an error.
-fixed an issue where holding a shield in the left hand whilst holding a weapon in the right hand would cause sable to use the shield to attack with, which would throw up a warning message about unknown stat types, since shields shouldn’t be able to be used as attacking weapons. this is now fixed
-fixed a bug with trigger objects, if you decided not to set a radar sound at the point of creation, although you could use the object editor to add a radar sound at a later stage, if applying it later the radar sound would not play
-fixed a bug with trigger objects where if it was a single use trigger with no radar sound it could randomly cause the radar/panning sound of a completely separate object to stop playing its panning sound once the trigger event was fired.
-fixed a bug where placing a collision tile inside a building would treat the collision tile as an outdoors tile if you stood on it whilst the wall was deactivated
-fixed a bug where replacing a collision tile from inside a building with a terrain tile would treat the new terrain tile as an outdoor tile. *please note, this new fix will only work on newly placed collision tiles, not collision tiles previously placed in buildings before this update.
-added code to prevent potential inventory crash which was reported
-fixed bug in play game mode where key items were duplicating each time a player exited a saved play game file, then reloaded that playable save file.
-fixed bug with damage abilities which target just a single opponent, if it was being used by an enemy it wouldn’t announce who the enemy was targeting
-fixed a bug with the restoration ability, where if you had an ability which restored an attribute the target didn’t have (for instance trying to restore a warriors mana, since they don’t have mana), sable would say ‘Warriors’ and nothing else, it will now say the targets name and missed, since the ability does nothing.
-fixed a bug in play game mode where using the event trigger move player and moving to another map could cause problems if returning to the previous map and again interacting with the object that had the event trigger on it
-fixed the screen reader screen reader calibration bug, where there was a huge gap (probably about ten seconds between the text finishing speaking and the smashing barrel sound). this fixes this bug, which should make screen reader calibration usable with Sable, but the underlying formula still needs a little further fine tuning/tweaking for better overall accuracy , which will get done before beta and full release of Sable (since this is more of a final polish area, rather than a bug)
+ Alpha Version 1.13
- Alpha Version 1.13
-In the edit menu for the view panning sounds and view objects, change the title and no data found text, before it mentioned the Z axis but gave an incorrect value displaying the z axis as one lower than it actually was.
-when using the ‘move to’ option in the view panning sounds and view objects options from the edit menu, Sable will now check if there is a music/ambience change for the new location and also check for objects at the new location too.
-fixed a bug with the ‘End game’ event trigger, if using a cut scene before the end game trigger, Sable would fade the background music/ambience in then out in between the cut scene and end game sequence
-fixed a bug where if editing an existing status affect which uses damage affect, Sable wouldn’t let you amend the damage method option
-altered wording for setting each of the NPC quest speech lines, as there was some ambiguity over which line did what
-fixed a bug where if a character had a shield equipped in each hand it would try to attack with the shield. Now a warning will come up notifying the player they can’t attack whilst holding a shield in both hands.
-fixed a bug where when editing a shield it would allow you to assign an on hit status affect to the shield, since shields can’t be used to attack this shouldn’t have been showing here, this option has now been removed.
-when travelling to a new map, if the new map has been set to speak the maps name I’ve altered the timing so the name is now spoken whilst the new map sounds , music and ambience are fading in
-fixed a bug with map intro cut scenes,, where if tts text was set to be spoken during the cut scene at the end of the cut scene the intro faded back in for half a second.
-fixed a bug with status affects which increase the amount of unarmed dice and sides a character can use, this was also increasing their base dice and sides, which it shouldn’t do and could lead to obscure stats
-fixed a bug if equipping/unequipping weapons/armour from the edit menu, if the equipment offered any stat increases/decreases these were not being applied/removed from the character (this was working fine if equipping /unequipping from the main equipment window using the E key). this is now fixed
-added new code to the reward item event trigger. Now when adding reward items to the trigger like with barrels and containers you can hold shift when selecting an item to add multiple instances of an item.
-as a follow on from the above addition: now when the player receives the reward if you have selected to give more than one of a specific item it will read for example ‘receives potions x4’ rather than reading potion four times.
-extended an option in the battle event trigger. the final option allowed you to specify a single key item to be automatically given to the player, you can now assign multiple items. Anything selected here is automatically given to the player after the battle is complete, giving them no chance to choose to take the items or not. it will announce to the player the items which are being given, as usual though nonphysical keys will not be mentioned.
-added an option to NPC’s sound bites, now if you have assigned sound bites to an NPC’s TTS voice lines, if you set the sound bite to loop it will continue to play until the tts voice line has finished speaking and will then fade. if you set the sound bite to not loop it will play the sound bite in full , even if the text finishes before the sound bite has finished playing (as with most sounds and TTS it can be skipped using the CTRL key)
-fixed a bug where after exiting debug mode and returning to creator mode it was possible for certain changes made in debug mode to carry over back into creator mode, which it shouldn’t do. -fixed a bug where if having to hold shift to enter a quantity value when assigning items to containers, merchants etc. if when you first enter the field you type a new value which should overwrite the old one, if you had held down shift for too long when first entering the quantity field Sable would append the value to the end of the original value rather than over writing it. for example if the old value was 1 and you tried to overwrite it with 2 the value could sometimes end up as 12
+ Alpha Version 1.12.2
- Alpha Version 1.12.2
-fixed a bug where event triggers which changed only the ambience track , were not actually changing the ambience
-fixed a bug where certain event triggers which fired a cut scene would prevent the old music and ambience starting up after the cut scene was over
-tracked down the event trigger issue which could sometimes cause part of a music/ambience change to play for a split second before firing certain event triggers, such as a battle etc.
-removed the menu open sound from the restore party event trigger, this sound now only plays if there is a money value assigned to using the restore point, this way it signals to the player they have to make a choice, but if no monitory value is assigned this sound does not play
-prevented the music/ambience fade out and in during a party restore trigger whilst it fires the restore party sound. This just sounds a little tidier and makes the whole thing seem to flow slightly better.
+ Alpha Version 1.12.1
- Alpha Version 1.12.1
-fixed a bug where the music and ambience event trigger option was not firing correctly.
-fixed a bug with edit fields where if using the delete key on the final letter/number of the edit field, although it would move you to the end of the field it hadn’t actually deleted the final letter/number (this was actually fixed in last night’s update, I just forgot to include it, sorry)
+ Alpha Version 1.12
- Alpha Version 1.12
-fixed bug which could prevent music/ambience in buildings being set different for each level of the building
-fixed a bug where if an event trigger was placed on the exit to a building that it would prevent the music/ambience changing when the player went outside
-fixed a bug/made an amendment, now if you assign an event trigger to an object inside a building and choose the event trigger to change the music, it will now change the music for that level of the building, before it was altering the map music. this option was called change map music , it is now just called change music.
-fixed a bug in play game mode where if an ability opened a lock sometimes it would not speak the text or play the sound assigned to the ability for opening locks
-fixed a bug where if you had a cut scene play leading outside a building, there could be a half second delay where the music/ambience faded out and then back in
-added new option to the event trigger where if you select to change music you can now also choose to change the ambience here to. simply press escape on either option if you want no change.
-fixed a bug where when loading a previously saved playable game it would speak the map reference when it opened, which it shouldn’t do
-fixed a bug in play game mode, where if loading a previously saved game the escape menu would show the escape menu options for creator mode, rather than the options for a playable game mode
-prevented random enemy encounters if moving onto an object which would fire an event trigger automatically or auto transition the player, as this could cause some strangeness in how certain event triggers would then work/fire
-fixed a bug where a sized transition placed inside a building would have parts of the Sized transition treated as outdoors, meaning outside sounds could be heard inside whilst standing on those parts of the sized transition
+ Alpha Version 1.11
- Alpha Version 1.11
-fixed a bug with event triggers which fire a cut scene where the map music and ambience didn’t restart after the cut scene had completed.
-fixed a bug with the event trigger change map music where with certain event trigger types it wouldn’t speak any text if you had assigned some to speak with the music change.
-fixed a bug where if you assigned an event trigger which forced a battle to a barrel or container it wasn’t letting you access the contents of the barrel/container after the fight
-fixed a bug where if you assigned an event trigger which forced a battle and gave a reward for winning the battle if you were defeated during the battle, then after the game over screen returned to the main sable title screen and loaded a new game , once you loaded any new game or project the first thing which happened when you opened the new game was you were offered the reward from the battle you were defeated in
-fixed a bug where game over caused by certain event triggers were not fully clearing the data from that game , this could cause an issue similar to the bug above which if returning to the main title and starting a new game could bring up a message from the previous game. I’ve now added some extra fail safe code in the data clearing function to prevent this issue cropping up again.
-fixed a bug with the object editor for when amending pre-recorded lines for an NPC as the label names for which line you were amending could occasionally show incorrectly
-fixed a bug where if placing a door to a different map, but you decide to exit the door placement tool before placing the exit, Sable would say the original door had been deleted, but in fact the original door was not being deleted. it was also not returning you to the original placement on the old map or altering map music to the original music/ambience either, these issues are all now fixed.
-fixed a bug where if using instant travel in creator mode and you moved somewhere the map music/ambience should be different (such as moving from inside to outside a building) the music/ambience didn’t change
-fixed a bug with mute music, where if pressing period in game to mute music, pressing period to unmute music would return it to the default volume level, rather than the volume it was set to before muting the music
-fixed an ambience bug which could lead to background ambience not being heard in menus and certain other situations, or altering its volume to mimic that of the background music volume.
-fixed an ambience bug where when you first load a map the ambience would default to the volume of the map music, disregarding any customised volume settings until you entered a menu and then exited the menu.
-fixed a sound adjustment bug, where lowering the volume to the minimum value said muted, but in fact you could still faintly hear the track
-fixed a music sound adjustment bug where the ambience would continue to play whilst you adjusted the music volume,
-fixed a bug with resetting sound volumes to defaults where it would reduce the ambience volume level to lower than its standard default volume.