Sable Changelog

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: December 20, 2021

New additions and bug fixes for Sable …

+ Beta Version 1.7

-Added a new option to merchants, now when assigning them an event trigger you can now assign an event trigger to fire as soon as you interact with the NPC, this creates an event trigger which will fire before the merchant shop options/menu appears. This can be handy if you want to assign your Merchant a welcome cut scene or speech dialog which is fired before the shop options appear.
-Previously NPC’s could not use the event trigger ‘Set quest or dialog lines’, since NPC’s already have built in functionality to set dialog lines and quests. However, I’ve added the event trigger to NPCs so creators can use the option if they feel they can make use of the trigger event with NPC’s.
-I’ve made an amendment to the dialog line system. now if you add a TTS voice line, if you choose to alter this to a pre-recorded voice line at a later stage, rather than just deleting the old TTS line it will now ask if you want to use the old TTS speech as the Alt text for the new pre-recorded voice line (which is the text copied to the Sable clipboard for if the player wants to review the text after the dialog line or cut scene has finished). This is handy if you want pre-recorded voice lines but don’t yet have those voice lines, you can now enter them as TTS lines, so you can create your NPC’s, apply all their event triggers etc and then change the TTS lines to pre-recorded voice lines at a later stage when you have the actual pre-recorded lines from your voice actors and then use the old TTS lines for alt text to accompany the new pre-recorded voice lines.
-When placing a door to another map, previously sable would always place you at the co-ordinates 1, 1, 1, now it will place you at your last saved position on that map
-added a few new keyboard shortcuts, see details below:
– CTRL and L – shortcut key to load a new map whilst working in a project
– Home or End – Instantly moves you to either the start or end of the X axis on your current map (home takes you to the start, end to the end)
– CTRL and Home or End – Instantly moves you to either the start or end of the Y axis on your current map (home takes you to the start, end to the end)
-to streamline adding items to merchants, containers or setting item rewards, whilst in the list of all available items you can now press tab or shift tab to cycle to specific categories of items. the options are: All items, Items, key items, weapons and finally armour. the same option is available to the player when they are selling their items or equipment to merchants.
-added a new option to the edit menu in party member options. the new option lets you set which classes are included in the players party whilst in debug mode. you can either set all class’s to be in the players party (this is the default setting), or you can specify only certain class’s to be in the players party, this is handy if you don’t want guest NPC class’s appearing in the player party when in debug mode.
-added a new option to the new custom z axis label feature. you can now specify whether the custom z axis label is read when the player reaches that z axis level of the map. this setting is specific to each map, so it’s possible to have one map read custom z axis labels and another map not. if set to read custom z axis labels, these will not be spoken when first entering the map if the map is set to read the map name upon entering the map, since the map name takes precedence over the announcement of a custom z axis label.
-Made a small alteration to restorative calculations which use percentages. if the resulting restorative amount is not a whole number (i.e. it has a decimal place) Sable would previously have rounded the value down to the nearest whole number, Sable will now instead round the value up to the nearest whole number.
-when using the new home and end keys to move to the edge of the map, if you are already at the edge rather than it playing the move sound a message pops up to let you know you are already at the edge of the map
-the enemy banding menu now loops when editing existing enemy bands. this means you are returned to the list of bands rather than the main enemy banding menu after editing a band
-I’ve adjusted the feature ‘look’ when in buildings in play game mode since it was displaying objects which only had references and should have been hidden from the player.
-added some code to the player’s navigational map which prevents any unlabelled objects showing on that map (this is the map accessed by pressing m mid game)
-I’ve added an option to the object editor which now allows creators to specify whether an object will appear or not on the player’s navigational map (this is the map accessed in game with the m key). previously only doors had this functionality, but it is now available to every object type. there are three settings: you can either set whether the object will appear on the player’s navigational map or not, or you can set it so it will only show once the object has been discovered (i.e. the player has interacted with the object). all objects are set by default to not show unless specified otherwise, except NPC’s and fast travel points, although you can change the settings for each npc and fast travel point their default setting is automatically set to ‘only show once discovered’
-My personal build of Sable allows me access to most debug features whilst in play game mode. this allows me to more easily test games whilst in play game mode, granting me access to features such as the edit menu and all its functions, the ability to use the load shortcut key to move to any map in the project, access to instant travel and some additional creator battle options. since I find this such a useful tool for testing, I’ve opened up this functionality to all creators to help them more easily and quickly test parts of their game whilst in play game mode. please note whilst using debug features in play game mode, just as in debug mode any editing changes made are only temporary and will not be saved and are lost once you exit the game. other than the new access to some debug features play game mode continues to work exactly as it did before
-Altered how stats are displayed when pressing S to view stat information for equipment, items or abilities. Please see notes below:
1. Previously the information was spoken as one long line of speech, now it displays the information in a navigable menu format. , The menu contains the following items: 1. a stat overview, 2. for weapons and armour it will display which class’s can use the equipment , 3. the final option shows any on hit or on equip status effects along with an overview of their stats (previously you could only see the status effects name and not what it actually did, this now allows the player to see what a specific status effect assigned to a piece of equipment, item or ability actually does)
2. You can now give status affects a custom description. this was previously disabled since the player had no way of viewing on hit or on equip status affects, since they can now view these along with their stats it made sense to add the option to give status effects descriptions too which the player can access in the usual way by pressing shift and d when viewing on hit and on equip status effects
3. added a new option called miscellaneous to the project options menu. This currently only has one option which allows you to specify whether when viewing the new stat menu for equipment whether it will display which classes can use the equipment. This has been added for games where creators may only have one class in their game and therefore may not want class types displayed in the equipment stat window
-you can now select which types of items the player can sell to a merchant, for example you might only want the player to be able to sell armour to an armourer . see notes below:
1. by default merchants are set to allow the player to sell all types of items to them, you can amend which items they will buy in the merchants object editor.
2. If you don’t wish the player to be able to sell items to a merchant you can now just deselect all item types the merchant will buy from the player, this will remove the ‘sell’ option from that merchant.
-to help manage larger maps which contain large numbers of objects, I’ve made some alterations to the view all objects option in the edit menu. see notes below:
1. when selecting view all objects from the edit menu it still displays the full list of all objects on your current z axis, but you can now press tab or shift tab to cycle through filtered results which show only specific types of objects.
2. you can cycle through the following tabs: all objects, objects with triggers, NPC’s, Doors and transitions, containers, buildings, fast travel locations, save points and sign posts
3. the list of objects is now also displayed alphabetically
-When creating or editing an event trigger which has a cut scene, there is now a new option called cut scene settings. Here you can specify what happens with map music and sounds whilst the cut scene is playing. Please see notes below:
1. you can now toggle on or off which map sounds will be paused whilst the cut scene is playing. you can toggle the following three settings on or off: Map music, map ambience and also panning and radar sounds.
2. by default music, ambience and panning and radar sounds are all set to be paused whilst the cut scene is playing.
3. if you select either map music or ambience to continue to play whilst the cut scene is playing, like with NPC’s the background music and ambience is slightly lowered to allow the cut scene to be better heard.
-added a new option when viewing key items from the edit menu, the new option lets you add a key item to the players starting inventory. this can also come in really handy in debug mode when wanting to quickly test triggers as rather than traveling all over the game world to collect the required trigger keys, you can quickly assign them to the player from the key item menu, allowing you to more quickly test triggers.
-added a new feature for debug mode which now displays invisible keys in the players inventory, these keys have * Invisible key suffixed to the end of the key to denote it being an invisible key and not something the player would see in full play game mode. . this can come in handy when testing triggers and locks to see which invisible keys the player is currently holding
-added a new option to cut scene settings, if you choose for map music or ambience to continue whilst the cut scene is playing you can now specify whether the map music/ambience volume should be lowered during the cutscene or not.
-added some logging/reporting code to track when NPC’s join the players party, due to a bug reported by brian which I have been unable to replicate, I’ve added some fail safe code so the issue shouldn’t happen again, but please if anyone else gets the following warning message when an npc joins the players party please exit sable and send me a copy of your log file which can be found in the settings folder in the Sable directory (the log resets each time you load sable, so send the log before reloading sable). I’ve also assigned an error code to the warning message which is error code 72, the warning message he received was ‘”error code 72, warning, class not found, random class assigned” and he got this message when in play game mode an NPC was joining the player’s party.
-Fixed a bug where objects which should show on the players navigational map weren’t showing if the object had more than one word in its name, for example ‘train station’
-fixed a bug where if you altered whether an object should appear on the players map or not, although sable would make the change, when you exited sable and then reload the setting would have reverted back to its previous setting.
-fixed a bug where amending the terrains directly outside a building would remove the default external building label which specifies which side of the building you are on (for example ‘in front of building’ etc). now when placing a tile on the external outskirts of a building the buildings default label will not be removed unless the newly placed terrain has a custom label,. If the new terrain tile does have a custom label the new custom label will replace the buildings external label (for example if you wanted to place flowers in front of a house and name them flower border, the flower border name would replace the external building label where you placed the flowers.
-fixed a weirdly specific bug which would prevent you changing an existing exp bonus or gold reward to zero if it was attached to the 15th speech line of an NPC, although it would show as removed, if you saved, then exited and reloaded the exp and gold reward would have reappeared as if it had never been deleted. took me ages to track down as the bug was only there on the 15th speech line of each NPC, and on none of their other speech lines, said it was oddly specific Hahaha
– Fixed a bug with replacing tiles inside a building, if you added a wall tile, then change that wall tile to a terrain tile Sable would treat the new terrain tile as an outdoor tile, this would prevent indoor panning sounds being heard whilst standing on that tile, if any outdoor panning sounds were in range they would be heard instead.
-fixed a bug with NPC’s which are larger than one tile. their sound set intro/greeting would only play if you stood on the master corner tile, if encountering the NPC on any other tile the sound would not play
-fixed a bug with the enemy banding tool, if you escaped past the enemy selection screen sable would crash and throw a BGT error
-Fixed a bug with the test balance feature in Sable, it was not allowing you to add any party members to be tested if the project had been set to have no restrictions on the amount of party members allowed in battle.
-fixed a bug where if you create a new map from a map which has custom Z axis labels, the custom labels would be applied to the new map.
-Fixed a bug with the new custom NPC music feature, where the custom music was firing even if the NPC had no speech lines as they were all locked, this now only fires if the NPC has dialog lines which they can speak
-fixed a bug where event triggers which changed map music were no longer working if assigned to an NPC which had been set custom music for their dialog lines
-fixed a bug where if a merchant is set to only buys certain categories of items, although it removed tabs for the unselected categories, when selling to the merchant and viewing the ‘All items tab’ it was still listing items from all categories. it will now only list items from categories the merchant has been set to buy
-fixed a bug with event triggers which fire a battle. the Battle ambience volume would be slightly lower than it should be if there was a cut scene played before the battle and the map ambience was set to keep playing during that cut scene.
-removed access to creation quick access keys 1 through 7 (for terrains, panning, objects etc) whilst in play game mode, since these serve no purpose being here even if just testing a game.
-fixed a bug where if you come from editing a map where you have recently been placing terrain types, then load play game mode pressing enter would place that terrain type in the current game where the player is standing
-fixed a bug when creating a copy/duplicate map. The bug caused any internal doors/transitions on the new duplicated map (i.e. stairs/doors which lead to a different location but on the same map) to take the player back to the original map rather than taking them to that location on the new duplicate map. this is only fixed for duplicate maps created from now onwards, any previously created duplicate maps you will need to go in and manually alter where any internal doors/transitions on that map lead the player to.

+ Beta Version 1.6

-added a new option to locks for doors, containers and trigger objects, previously you could only set it to be unlocked by a physical key or an ability. the new addition now allows you to also choose to create an invisible key to unlock the object.
-added a new option to both the event triggers ‘battle’ and also for the event trigger ‘setting quest or dialog lines, this new option allows you to switch the background music and ambience once the event trigger’s dialog lines have finished speaking. this when used in conjunction with the event triggers existing options to change music and ambience prior to the dialog lines starting to speak allows for creators to add custom music to their event trigger dialog lines, which can then switch back to the standard map music after the dialog lines have finished speaking.
-added an option to NPC’s, using the object editor on existing NPC’s already placed on a map, you can now assign them a custom music track and ambience which will play whilst the NPC speaks their voice lines, allowing for NPC’s to have their own music. once the NPC stops speaking the music and ambience will change back to the previously playing map and ambience tracks
-added a new option which lets you set a radar sound for doors, this can currently only be accessed through the object editor for doors already placed on a map.
-Now when placing a building and setting the location of the door you can move up and down the different levels of the building, which allows you to place the buildings main door on any floor of the building when first creating the building.
-added code whilst in building creator mode, it now reads any objects which you encounter whilst moving around the building and choosing where to set the door. *any objects you encounter are disabled and have no sounds whilst in building creator mode .
-in edit mode or debug mode whilst checking coordinates it now also shows the current tiles terrain name, this does not show in play game mode.
-added a new feature to the map options, you can now set custom labels for the z axis of your maps. please see notes below:
1. this feature can be handy if you want to set the ground level of a map higher than z1, allowing for sub terranean sections of a map.
2. Any added custom Z axis labels are only seen when the player brings up their current coordinates by pressing the X key , usually this brings up the players current X, Y and Z position, if a custom z axis label has been added it will instead read the players current X, Y and the custom label
3. whilst in debug mode or editing, if you press the x key to bring up the coordinates and there is a custom z axis label, it will show the custom label, but also show the actual z axis to for the purpose of orientation whilst creating/testing maps, the current Z position is prefixed with a * to indicate this would not be seen in play game mode
4. This is an optional feature, you do not need to assign custom labels, if no labels are set sable will just read the actual z position if the player presses the X key, you can also choose to assign some levels of a map with a custom label and others without custom labelling.
5. please note whilst in creator mode if you ever need to specify an actual player X, y, Z position (for example if using the instant travel option, or setting the move player event trigger), its important you use the actual Z axis position, not the custom label, since labels are just that, they are labels and not actually used to designate specific positioning on a map
-added a new option to the in game escape menu called ‘create duplicate of this map’. please see notes below:
1. this option is only available whilst in edit mode and allows you to create a completely separate map but one that is an exact duplicate of the current map, including objects, sounds, terrains basically everything from the old map.
2. you will need to give the new map a new reference and if desired a map name too, sable will then close your previous map and generate and load the new duplicate map. please note that once the new map is generated and has loaded, that from that point on the two maps are considered completely independent of each other, therefore any changes or additions are unique to the map you are working on and do not in any way affect the other map.
3. please note if using both the old map and the duplicate map in the same game that although they might have similar content they are two completely separate maps. it is therefore important to be careful of objects which are on both maps where player interactions with the object alter the objects behaviour, such as locks, NPC dialog lines, event triggers etc, as any changes on one map will not alter the object on the other . for example having the same chest on both maps would mean if in play game mode the player visited both maps and took the items out of the chest on the first map they would still be in the chest on the second map, or the same NPC on both maps, speaking to one will not register to the same npc on the other map that they have been spoken to, since they are treated as two separate independent maps. For locked objects the player will need two instances of a key to unlock both objects, one for the object on the old map and a separate key for the object on the new duplicated map.
4. It is probably a good practise to avoid having a locked object, or an object which sets/completes a quest or requires unlock keys on a map you are about to duplicate, as this would require the player to have the required unlock key for both the object on the old map and the duplicate map too. However, if you do create a duplicate which has locked objects Sable will add the new duplicate location to the associated key, so if viewing the key, in its list of locations both the old map and new map locations will show. if deleting the object in question the key will only be deleted once all instances of the object (on both maps) has been deleted
-added a new event trigger option called replace map. please see notes below:
1. this tool could be used in a variety of different ways, for example you might want a player to return to a previously visited area, only to discover the area has now been destroyed, or you might want to create an alternative mirror world like something seen in silent hill or stranger things. please see some important notes below:
2. the new event trigger can be used so that when fired it replaces a selected map with a different map
3. what actually happens is once the event trigger is fired Sable locates anything which moves the player from map to map (such as transitions, fast travel points etc),it then alters the object to make it point to the replacement map instead of the old map. in this way it replaces the old map with the new one, making the old map no longer reachable, unless you set another event trigger to change the maps back again.
4. although the trigger alters objects to point to the new map instead of the old, it does not alter the coordinates of where the object would have sent the player. for example if a door used to point to coordinates 5,5, 3 on map 1, but you use the trigger to replace map 1 with map 2, the door will now send the player to map 2 but it will still place the player at coordinates 5, 5, 3 on map 2. this is very important to be aware of, since you need to ensure that when replacing maps that anything pointing to the old map will not place the player outside the map boundary or into a wall on the new map once it replaces the old map.
5. once the event trigger has fired, every time the player tries to go to the old map (either through any transition, fast travel or a move player event trigger) they will instead be taken to the new replacement map instead
6. if you place the event trigger on the same map that is meant to be replaced nothing will happen until the player leaves, only when they then tried to return would the map have been replaced with the new map
-fixed a bug with the party member where it was altering the amount of money the party had dependant on which map you were on
-to help creators manage quests and quest unlock keys better, in the quest dialog system when viewing where quests are set, as well as it showing the name of the quest being set, it now also shows the name of the quest key required to complete the task/quest. Also now when viewing the quest unlock dialog as well as showing which quest unlock key is required it also shows which quest it is linked to.
-Added a new option to the object ‘trigger object’, both at the point of creation and via the object editor you can now choose to lock the object. this should make trigger objects a much more powerful tool for creators, since they can now potentially be blocked until the player reaches a certain point in the game or completes a certain task or set of tasks. previously you could only lock these by setting their event trigger as a quest trigger, but this then prevented you using it as another trigger type, the new system means it can be locked but also at the same time be assigned any of the available trigger events
-Sable has some code which checks when there is a music or ambience change whether the new music track and ambience are the same as the previously playing tracks (like when leaving a building or travelling to another map), if the track is the same sable just continues to play the current track, if its different sable will fade out the old track and fade in the new. a bug was spotted where sable was fading in and out the tracks if they were the same track but with slightly different capitalisation. this has now been fixed.
-made a couple of minor adjustments to battle music tracks, see below for details:
-For battles with custom music, if that music is the same as the current map music sable will recognise they are the same and prevent fading out the map music and then fading in the battle music, since they are the same it serves no purpose and makes for a more seamless battle transition when the two tracks are the same.
-you can now set custom battle victory music: this can be set for a whole map through the map options settings, you can also assign a custom victory track to forced battles from an event trigger , or to event triggers which alter enemy encounter rate.
-added an additional option to the ability type ‘status affect only’. Now as well as the standard sounds played from the assigned status affect, you can now also add an additional sound to play when the ability is first cast.
-made an alteration to the load project option in the main menu, now if you only have one project it will skip the project selection screen and take you straight to the map selection screen instead
-made an alteration in game, previously if you only have one character in your party , you still had to select the party member if using an ability or item on yourself or when going into the party information screen. now if you only have one character in your party it will auto select that party member, saving you having to select them which was fairly pointless if they were the only person in your party.
-added a couple of new minor additions/alterations to the NPC dialog lines code. please see below:
1. You can now delete existing dialog lines, this is done using the delete key when viewing the list of current dialog lines
2. if you delete a speech line which has an event trigger, a dialog lock or sets a quest, it will also delete the event trigger, quest or dialog line and any associated key unlock keys.
3. Previously you could only add new dialog lines at the end of any pre-existing dialog lines. you can now insert new dialog lines anywhere within your existing dialog lines. to insert a new line, select an existing speech line, along with all the usual editing options there is an option to add next speech line, this will insert a new speech line directly after the current speech line.
4. when editing existing speech lines there is an option below all current speech lines called ‘add new speech line’, as mentioned previously this adds a new speech line to the end of all existing speech lines. now when you select this option you can either select to add a new speech line to the end or add it to the very beginning of all the existing dialog lines.
5. when viewing a list of an NPC’s current speech lines it now also displays whether they have an event trigger assigned to the speech line .
-I’ve added a new addition to map options called ‘Custom map edge sound’. this allows you to set each map to have a custom sound for when the player walks into the edge of the map. if you leave this blank Sable will instead use the default edge of map sound .
-now if starting a game in play game mode, if you only have one project in your project folder sable will automatically select that project, rather than asking you witch project you want to load
-when placing a sized object or panning sound, if from the starting point of the object you sized left or upwards the length or width would read zero instead of 1 for the very first tile you moved too, it was fine for all other tiles which is why I didn’t spot this before. it is now fixed though.
-made an alteration to how length and width are read out when sizing a building. previously the starting position was being classed as zero, which meant the length and width being read out were actually one tile smaller than the actual building would end up being once it was placed.
-another building sizing issue was that it wasn’t fully taking into consideration the size taken up by the outer walls (as a wall tile takes up a tile space). this meant previously when placing the door to the building, the inner space you could walk around was set as the length which was read out whilst you were sizing the building, when in fact the building was actually smaller than this after being placed, due to the walls taking up a tile space too. this now means for example if placing a building which is 5×5, this is how much space it would take up on your map, however inside the building it would only be 3×3, since each wall of the building takes up a tile space.
-fixed a bug in play game mode with the player not starting with any money, even if the creator had set a starting amount of money for the player.
-fixed a bug in the building creator mode which would let you place the entrance or exit of the building on top of an already existing object, causing the original object to be removed. sable now checks the area where the doors will be generated and will flag a warning to the user if the space is already occupied by an existing object
-following a bug reported by Brian which was hard to track down, I’ve added some new code to Sable, now if an important or critical warning message is spoken it will also display an error code. These codes should help me track down issues easier in the future. If you need to report an issue to me and it displayed an error code to you, please send me the error code so I can check it against my spreadsheet to help me track the issue, as ever also where possible try and send me the sable log from the settings folder too, since this contains all the data about the last time you ran Sable and can often help me identify where an issue was caused or can sometimes help me replicate an issue.
-Fixed a bug with NPC’s which join the players party mid game. When they join the players party they were not starting with any of their classes starting weapons or armour.
-fixed a bug where if creating a new dungeon style map from within an existing project, when the dungeon map is first generated the walls are not starting deactivated
-fixed a bug with enemy encounters, if set to only be encountered indoors and only on a certain terrain type they would actually appear anywhere indoors regardless of what terrain type was inside the building
-fixed a bug where it was possible to add more than the maximum amount of enemies to an enemy band or to an event trigger which forces a battle.
-fixed a bug with the option in the edit menu to view all objects on your map . if you select an object from the list, then choose to edit the object, it only let you edit objects if you were on the ground floor of your map. this has now been fixed and you can edit the objects regardless of which floor you are on when you view all objects.
-fixed a bug where if an object with no name and only a reference instead is up against a wall and that wall has a custom label, in play game mode if the player walks into the wall the label of the wall was not being spoken.
-fixed a bug with how text is spoken with the prevent action status affect . if the status affect can be removed if the target is attacked, if no custom text or sounds were set to play when the target is awoken it would read the targets name twice whilst announcing damage dealt to the target.
-fixed a bug where passive abilities in play game mode were showing a zero points value along with some odd text. Since passive abilities don’t require points to use this no longer mentions points when the player is viewing a list of all their current abilities.
-fixed a bug where enemies which had no monetary value for defeating them were rewarding coins after being defeated
-fixed a bug in play game mode where if using a sized transition but not entering it on the master tile it could cause an error. this only happened in very specific instances but is now fixed
-fixed a bug with placing sized transitions where the exit was only one tile in size, regardless of how big the initial transition was. the exit transition now automatically replicates the size of the entrance when first placing the transitions
-fixed a bug where if adjusting the master volume in game with page up or page down, when you save your game it should have saved the new master volume level but wasn’t, which meant previously when you reloaded your game the master volume was back to its default volume setting.
-fixed a bug regarding locked doors, where if both entrance and exit use the same key, Sable was only allowing you to unlock the door from the entrance side and not from the exit side.
-fixed a bug with deleting locked objects or NPC’s which set quests or have had speech locks added to their dialogs
-fixed a bug where if deleting an npc or an object which has an event trigger which sets a quest, any associated quest or unlock keys were not being automatically deleted
-fixed a couple of bugs with the new simulation feature, see notes below:
1.the total amount of rounds the simulation said it took was incorrect
2.if using the status affect ‘prevent ability’ it was playing one of the affect sounds during the simulation. similarly if using counter it would actually read the results of the counter whilst running the simulation

+ Beta Version 1.5

– Updated 03rd June 2021
-When creating an ability you have to specify whether it uses mana or stamina points to cast the ability. I’ve added a new third option, now you can set an ability so it instead has an hp cost to cast the ability. *to prevent characters inadvertently killing themselves by casting an ability which costs hp to cast, the character will not be able to cast the ability if it would leave them with zero hp
-when creating an event trigger there is an option to set either a cut scene or a music/ambience change, but it wasn’t possible to have both on the same trigger. I’ve now added code so you can have both a cut scene and music/ambience change.
-added two new options to the alter enemy encounter event trigger, now as well as being able to alter the random enemy encounter rate once the event trigger fires, you can also have it alter the battle music and ambience for that map too.
-added a new feature to help non-native English speakers with in game pre-recorded npc voice lines and also pre-recorded event trigger cut scenes. if these are recorded in a different language to the user it can be difficult for them to know what was just said. since these are pre-recorded there is no textual output, so even if using something like NVDA translate there is no text to translate. the new feature lets you assign some text to go with a cut scene or pre-recorded voice line, this is not seen or spoken whilst the line or scene is played, instead it is copied to the internal sable clipboard. after the sound clip has finished playing and the player has returned to the map, they can press the key to bring up the sable clipboard and view the text which went with the cut scene or pre-recorded voice line. this feature may also prove helpful for people who want to reread what was just said as they miss heard something, or didn’t quite catch what was said.
-added some additional text to the title spoken when adding terrain and collision tiles, it now mentions that you can hold down shift whilst selecting the terrain or collision tile type to be able to assign a custom label. adding custom labels to terrains and collision tiles was a feature many people in the public alpha were not aware of, hopefully this makes this option a little clearer
-In Sable to reduce the saving and loading footprint, Sable only saves terrain tiles which have been amended from the map default tile type. If you have amended a terrain type from the default during saving it would cause that tile to require saving. Now if you decide to alter the tile back to the default tile type and it shares the same label as the default tile type too, it will now remove that tile from the saving heap, therefore reducing any saving and loading strain on Sable for tiles which do not need to be saved.
-added a new option which lets you quickly alter large areas of terrain or collision tiles on your map. see notes below:
1. select terrain or collision tile as usual (setting a label if you require), then simply press shift and enter, this will bring up the sable sizing tool, then size the selected area in the same way you size buildings or other sizable objects by continuing to hold down shift and using the arrow keys to shape/size the area. When finished, release the shift key and the new sized area will be placed and filled with the selected tile or collision type.
2. this new system reduces the overall saving and loading footprint, which creates less data for Sable to have to save and load, therefore reducing saving and loading time for the end player when they travel between maps, or first load their game.
3. this new system replaces the old brush size system
-In the same way objects speak some instructional text before you place them, I’ve now also added some instructional text for when placing panning sounds too. hopefully this clears up confusion about how to place panning sounds, since this was another area during the public alpha where a lot of people were unclear about how to place panning sounds.
-made some behind the scenes alterations to how locks work within Sable.
-previously I had disabled the option to create locks which could only be opened using an ability, this option has now been reactivated and locks can again be created which require an ability to unlock them.
-In The object editor, for locked items the locked state will now also show what is required to unlock the object.
-added some additional text to merchants, barrels and containers, which advises the player how to add multiple items into the container or barrel, or in the case of merchants how to add either an infinite supply of an item or only a specific quantity of an item.
-Made some alterations to the Sable clipboard, this is where the 20 most recent npc speech lines are stored, this feature just allows the player to review the most recently spoken text, in case they have forgotten, or missed something when the npc was speaking. See below:
1. this is where the new alt text for cut scenes can be viewed by the player if the creator has added any alt text to their cut scenes.
2. to make it clearer where each line in the clipboard is from, each entry is now prefixed with either the title ‘cut scene’, or the name of the NPC who spoke the speech line.
3. to make clipboard navigation more logical when reading entries I’ve reversed the layout . The oldest entry is now displayed at the top of the list , with the newest at the bottom. this makes reading multiple entries from a specific npc easier to read in order as using first letter navigation you can move straight to their first entry and just keep scrolling down to read all of their stored speech lines in the order they spoke them.
-added code so when in building creator mode and placing the door of the building, you can now bring up your map coordinates, which can be helpful to line the door up with paths outside the building.
-added code for merchants so if they don’t have any speech lines you can still assign an event trigger to them, it will just fire when you first interact with them, rather than when you speak with them
-Using the object editor you can set NPC’s to either speak only a singular line when you interact with them, or for them to speak a whole block of dialog lines. I’ve now set it so by default newly created NPC’s will be set to speak in blocks of dialog lines, rather than singular lines, since I think this will be the more frequently used option. For people wanting singular speech lines the option can still be set in the object editor for each NPC.
-amended code for placing sound bites which are placed on a specific part of the map. it now uses the same system that placing objects and panning sounds use, where you press enter to place the sound bite, or hold down shift whilst you press enter to be able to place a sized sound bite
-added code to sound bite creation, now when creating a sound bite you can assign it a name, this is not seen by the player, it is just used for the purpose of identification for creators. this should make managing existing sound bites easier, especially if placing more than one of the same sound bite on a map
-added some new code to make it clearer whether you are altering map or building music/ambience. in edit mode pressing the keys 6 or 8 bring up the menu for altering music or ambience. if you bring up these menus whilst standing in a building any changes to music or ambience affect the music or ambience of the current floor of the building you are standing in. if you are standing outside of a building any changes to music or ambience affect the music or ambience for the map and affect each level of the map. the title of these menus now adjust accordingly dependant on whether you are inside a building or standing outside in a map when you access these two menus
-when in the edit menu, after editing something you are now returned to your previous point in the previous menu, rather than returned to the top of that menu. this can be handy if adjusting a large list of equipment, enemies or abilities, as after editing each item it returns you to that item in the list, rather than putting you back at the top and forcing you to navigate back to your previous position in that menu. I’ve also set the list of enemies in the edit menu to sort alphabetically
-in the edit menu when viewing the list of key items, once you select an item you can now alter whether the key is a physical key or an invisible key. also whilst viewing keys you can select linked locations to read the list of objects the key opens in a list format rather than just as a long string, I’ve also made this slightly less verbose removing unnecessary text, including: doors no longer reading entrance or exit, since this is fairly subjective depending on the order you placed the doors.
-if testing the new option to change key type between physical and invisible, please only test on items which haven’t already been placed in a container or given to a merchant to sell, since presently these can only hold physical keys.
-I have moved set enemy encounter rate and the enemy bands options into the map options menu, since both of these options are tied specifically to the map you are currently in.
-At the point of map creation you have to specify the default terrain type for your map and can assign a label to that default terrain tile. previously there was no way to amend the default map terrain or label without retiling the whole map, which could drastically increase saving and loading times. to combat this, I’ve added the ability to alter default map terrain type or alter the default terrain type label, the options for this can be found in the map options menu within project options. please note after altering this setting you will need to save your project and reload the map for the new changes to take effect, this is so it can alter only the default terrain tiles on your map and not alter any newly added terrain or collision tiles you have added to your map.
-in the map options if enlarging your current map, when you are asked to enter the new map dimensions the edit field now displays the current sizes, this is handy if you have forgotten your current map dimensions when you go to enlarge the map, or if you want to enlarge only one axis of your map.
– if you set your project so the player starts with a predefined set of party members. in the project options, in party member options although you could previously amend any already set starting party members info such as: gender, name and class. previously however, to amend one of the starting party members , you had to go through each option adding new values to each one to get to the actual stat you wanted to amend. I’ve replaced this with a menu driven system, so you can now just select the stat you want to alter and go straight to that stat and amend it.
-if you set your project so the player can pick their own party members at the start of the game, previously the player could select from all class’s within your project. I’ve added a new option in project options, in party member options which lets you set which of the classes from your project the player can choose from as their starting class’s. this is handy if you have created classes specifically for NPC’s which join the players party mid game and you do not want the player to be able to select these classes at the start of their game. *please note, if you don’t select any starting classes for the player to choose from they will by default be able to select from all available class’s.
-if you delete a class from your project, if any NPC’s have been set to join the players party mid game and have been set to use the deleted class, a message will now flash up to remind you to manually amend the event trigger which sets the NPC to join your party so you can set them a new class.
-added a new option to project options which allows you to set whether the game over music loops or not.
-for the end game event trigger, I’ve added an additional text field, this allows you to set some custom text to be spoken whilst the end game music is played. any game credits text added in project options will be spoken after this custom text. this allows for games with multiple endings to all have their own unique game completion text, whilst all using the game credits text entered in project options.
-improved responsiveness of first letter navigation
-when amending event triggers for NPC’s, I’ve added an option at the top of the menu which displays which speech line the current event trigger is assigned too.
-keys created to unlock dialog lines or complete quests now in edit mode and viewing the object they are linked to, it now display the NPC or object name it is linked with.
-in a recent update I added a feature to allow multiple speech lines to be added to both reusable items (for creating things like books). and also as post dialog to the event trigger which forces a battle. I’ve now extended the options available for both of these for each speech line, now similar to npc speech lines each speech line can be set to reward the player an item, ability, experience or money. *please note the reward items will only be given once the first time a player uses the item or the first time the post event trigger battle dialog speech is spoken. in this way if creating something like a book and receiving a reward or ability after a certain speech line, the player will not be rewarded the items or abilities again if they reread the book, or in the case of event trigger forced battles the post dialog speech lines will not reward the item a second time if the battle can be encountered multiple times.
-when editing a player class, if adjusting their starting level, it now gives you an option to either level up the class’s stats to the newly set level, or to adjust the starting level but without adjusting any of the class’s current stats. this is handy if you want to start a class higher than level one, but want to manually input their starting stats for that higher starting level.
-made various amendments to the enemy banding editing and creation tool, see details below:
1. When assigning which terrain types each enemy band can be encountered on, rather than using the old system where you are prompted to add each individual terrain type one at a time, I’ve updated this so that it now instead uses the newer check box menu system, where you can select or deselect from a list which terrain types you want, with the select all and deselect all options at the bottom of the list.
2. due to the newly added system mentioned above, sable will no longer reset assigned terrain types when editing enemy bands and wanting to alter existing terrain types. now it will simply display a list of all terrain types, you can see which are already assigned to that enemy band, and select new terrain types to assign or deselect terrain types you no longer want assigned to that enemy band.
3. previously when selecting band type it was just a yes or no box asking if you wanted to create a fixed enemy band. I’ve amended this to a menu selection where you can now choose from either ‘Pre-defined enemy band’ or ‘Random selection of enemies’, I’ve assigned detailed descriptions to both options which explains how each option works and their functions.
4. added full smart stats for when viewing the list of existing enemy bands, you can press shift and S on each band and sable will automatically display all the current settings for the selected band.
5. previously if editing an existing enemy band there were only certain options you could amend, I’ve extended the editing function so all enemy band options can now be amended.
6. added new code for adding enemies into an enemy band, previously you could only add one at a time and then received a prompt asking if you wanted to add another. the new system works similar to adding items into a container, it shows a list of all enemies in your project, displaying which enemies you have already added to the enemy band, you can then select or deselect enemies from this list, if you want to add more than one of a specific enemy you can hold shift whilst selecting the enemy to receive a prompt where you can then enter the desired amount of that enemy you would like to add.
-I’ve updated the system for adding enemies to the event trigger which forces a battle, it now uses the same system mentioned in the previous point for adding enemies to the forced battle, which is a quicker more streamlined system rather than having to add each enemy one at a time, which is how adding enemies to the event trigger used to work previously.
-fixed an npc dialog bug: if setting an event trigger to fire before the NPC’s first line of speech, if the Npc was also set to speak in blocks of dialogs and the event trigger was a continual use trigger, the trigger would fire once for each of the speech lines within the first dialog block of speech
– fixed a bug with the view all objects or panning sounds feature found in the edit menu. after selecting an item you are offered the chance to be directly moved to the selected item, . on multi-level maps, although it would move you to the correct x and y coordinates, it would always move you to the ground floor level of your map, even if the selected item was not on the ground level
-fixed a bug in play game mode where players money was not being saved, which meant after saving, exiting and then reloading sable in play game mode the players money would have reset to its starting value.
-fixed a building deletion bug. after deleting a building from a map, if the player then brings up the in game map, the buildings location would still show on the players in game map, even though the building was no longer there.
fixed an issue where if loading a previously saved game, if the map is set to speak its name when loaded/entered, plus if you saved whilst standing on an object, when loading the saved game the map name starts to speak, but is then cut off as Sable speaks the name of the object. this also caused a small delay whilst traveling from one map to another if the new map name is set to be spoken, it was then being read out before any of the map music, ambience or panning sounds began playing, which sounded disjointed. both these issues are now fixed and loading with maps which speak their name now sounds more natural when entering or loading that map.
-fixed a bug with the project option set starting location option. although the player was starting in the correct set location, when viewing the option in edit mode the coordinate values displayed as one space further back than the actual set location.
-fixed a bug in battle, where if bringing up the main menu, and selecting return to title, but then when asked if you are sure if you want to exit your game, if you select no, you are exited from the menu, but returned to the game world rather than back into the battle.
-fixed a bug with the object ‘sound bite’, if selecting a sound bite which is tied to a certain location on a map, if you then size the sound bite so it takes up more than one tile, when the sound bite began to play it was accidently set to loop, causing multiple sounds to play each time a new iteration of the sound bite begins to play
-fixed a bug with newly created enemies natural resilience and vulnerabilities not saving correctly.
-fixed an issue where if deleting a class from your project , if you have set your project to have a pre-defined party when the player first starts the game and one of those party members was set to use that class , it didn’t remove the class from that starting party member. now if you delete a class and the deleted class is set as the class for one of the starting party members, it will reset the starting party members and you will need to set these again, a message prompt will come up to inform you of this.
-fixed a bug with placing doors. When placing doors if after placing the first door you decide to exit door creation and not place a second door the first door you placed should be removed. this works fine for doors which only take up one tile space, but for sized doors it was not deleting the original door
-fixed a bug in play game mode if saving and then reloading directly after using an automatically firing object. if you had a door which is triggered as soon as the player reaches the door, once the player is taken through the door, if they saved whilst still standing on the exit to the auto firing door, if they then exit Sable, then reload their save File, since they saved whilst standing on an auto firing door as soon as their game loads the door would fire and return them to the previous map.
-fixed a bug with fast travel objects. fast travel points have two names, one is the object name which is what the player season the game map, the second is the display name which is the name as it is displayed in the list of possible fast travel locations when traveling from one fast travel to another. the bug caused the display name to be deleted if editing the object name.
-fixed various bugs relating to deleting doors. doors work in pairs with an entrance and an exit, the issues were caused mainly when deleting a door if only one door was locked or each door used different keys.
-fixed a bug with doors which use two different keys or abilities. if you had the key for one door, unlocked it and went through, it would unlock the door you just came out of, even if you didn’t yet have that key.
-made various other minor adjustments, alterations and bug fixes to map creation and editing features.

+ Beta Version 1.4.05

– Updated 29th April 2021
-added a new option to the event trigger which lets you have an NPC join your party mid game. When setting up the event trigger two options you’ve always had to set are what class the NPC will be and their gender. The new option now allows you to leave both of these options blank. If no class or gender is set, Sable will pick one at random when the NPC first joins the players party. this means the NPC’s class or gender might be different each time someone plays through a game, adding an element of randomisation to each playthrough
-added a new option to the event trigger which forces a battle. the new option is called post battle speech lines and allows you to add multiple speech lines to be spoken after a battle. this uses a similar system to NPC dialogs, where you can choose to set as many speech lines as possible, you can use either pre-recorded voice lines, text lines or a combination of both, you can also assign each speech line its own sound bite too. similar to NPC dialog lines, when there are multiple lines the player needs to press a key to have the next text line spoken. hopefully this new option comes in handy for creators wanting to add storyline after a forced battle, either through TTS, pre-recorded speech lines or cut scenes.
added a new option to the event trigger which alters the terrain type occupied by the current object. as well as selecting a new terrain type, you can now also opt to assign a label to the new terrain type, like all other terrain labels this will be spoken if the player steps onto the new terrain type.
-made an alteration to the event trigger which brings up the end game sequence once the player has finally completed the game. there was an option in here to add custom text for end game credits to be spoken whilst the end game music was played. the custom end game credits text option is now instead located in the project options menu, grouped with the game over settings. this way if a player chooses to create a game which has multiple different endings, Sable automatically populates each possible end game scenario with the text taken from the credits added in the project options menu, rather than creators having to manually add the same credits text to multiple end game triggers.
-added the option to the end game event trigger, similar to most other event triggers you can now specify whether the trigger fires when you first interact with the object, after you have finished interacting with the object or in the case of containers only to fire once the container is empty.
-when an NPC joins your party mid game, if they start higher than level one I’ve added some code so that their current experience is automatically increased to match their current level
-added players gender to show in the character information window
-when viewing a list of existing event triggers already assigned to an NPC, previously it only displayed after which speech line the event trigger fires. I’ve added some code so it now also displays what the event trigger does,. hopefully this makes editing existing NPC event triggers easier to manage and quickly see what event trigger does what.
-added the preserved trigger option to the event trigger ‘reward player’. previously rewarded items from this event trigger could only be received once, the new option like other event triggers now allows the creator to specify the event trigger frequency and therefore whether rewarded items can be gained more than once from the same event trigger
-added some extra code to the ‘reward player’ event trigger for when it rewards an ability. Sable now checks each of the party members to see if they already have the ability, if they do it will now only reward it to those who don’t already have the ability.
-when selecting map music or ambience, I’ve added a new option to the bottom of both menus which now lets you select no music or no ambience
Renamed some labels for event trigger options to make their purpose clearer, the changes are: speech line 1 and speech line 2 have been changed to pre trigger speech line and post trigger speech line. single use or preserved trigger has been change to event trigger frequency
-slightly altered the quick save feature in play game mode. previously it brought up all save options (save to current save file, save to a different save file or create new save file). since this is meant to be a quick save feature pressing CTRL and S in play game mode just automatically saves to the current play game save file. all other save options can still be accessed via the save option in the main in game menu
-fixed a bug with the event trigger to change map music or ambience. previously if there is no current music or ambience playing when the change happens it caused the new music or ambience to initially start slightly louder than the current music or ambience set volume levels.
-fixed a bug with the event trigger which adds an npc to the players party mid game. if you enable the new feature which allows you to specify the maximum amount of characters allowed in the players party it was causing a conflict with the event trigger which adds an npc to the players party, preventing the NPC actually joining the party.
-fixed a bug with the event trigger which alters enemy encounter rate. When in play game mode, if an event trigger alters the enemy encounter rate, then the player saves, exits Sable, then reloads their saved game the enemy encounter rate will have returned to its pre altered state
-fixed a bug where if altering a merchants greed in edit game mode the new change wasn’t filtering into already started games in play game mode. this was due to a conflict caused by the event trigger which can alter the merchants greed once the event trigger fires
-fixed a bug with the enemy creator, if setting any natural unarmed damage types to an enemy, although it would show in the enemies damage output, the previously added unarmed damage types weren’t showing in the enemy editor tool
-I’ve made various other minor adjustments, alterations or added final polish to event triggers.

+ Beta Version 1.4.04

– Updated 15th April 2021
-added code which checks when you first assign a name to a newly created player class or enemy, that there isn’t already an enemy or player class with that same name. *please note this means enemies and player classes can no longer have the same name
-when viewing the quick access list of full stats, I’ve added three additions to this list, total dual wield percentage (if the character has that skill/ability). which if any casting stat modifier they are using and finally for enemies only their casting chance (which displays as a percentage their chance of using an ability instead of a physical attack, please note the enemies full stats are only viewable in debug or edit mode).
-added a new option to the item creation/editing tool for items set as ‘reusable items’. previously you could only add a single line of text to be spoken when the item is used. for reusable items you can now also choose to set multiple speech/text lines. this uses a similar system to NPC dialogs, where you can choose to set as many speech lines as possible, you can use either pre-recorded voice lines, text lines or a combination of both, you can also assign each speech line its own sound bite too. similar to NPC dialog lines, when there are multiple lines the player needs to press a key to have the next text line spoken. this allows for creation of things like books with multiple pages, making the player press a key to read the next page of the book. since you can add custom sound bites too, you could even for example set a page turning sound to play each time the player turns a page, or have unique sounds play for each different page of the book.
-made 4 UI adjustments:
1. to streamline the screen where you assign classes and enemies to specific equipment or abilities, rather than being prompted individually for each class or enemy you want to assign, this now uses the same system as other similar checkbox styled menus in sable. now you select or deselect the enemies or classes you want to assign, there is also the usual select all or deselect all options at the bottom of the list
2. when deleting something from a menu list in Sable, after deleting the final item in the list, sable would repeat twice the message which says the menu is now empty.
3. renamed class creation tool to player class creation tool, since classes are specific to players only. hopefully this prevents confusion from creators thinking classes are for enemies (which they are not).
4. moved the option to amend the items an enemy drops to the enemy editor screen. also updated the system for adding or removing which items the enemy drops, rather than using the old system where you are prompted to add each individual item, it now instead uses the newer check box menu style, where you can select or deselect which items you want to drop, plus you can see in this same list what drop percentage has been set for each droppable item.
-fixed a bug with the stat progression calculation (which determines how much stats increase when a character levels up). the only issue was with the mage class, when calculating accuracy progression the formula was rounding up the calculation, rather than rounding it down, causing at certain levels for their accuracy stat to be one point higher than it should have actually been
-fixed a bug whilst temporarily adjusting party members level in debug mode when testing battles. increasing level works fine, however if attempting to reduce party members level although all base stats reduced correctly, hp, mana and stamina values were not decreasing.
-fixed a bug where if in edit mode, if you alter the starting level for a class, all base stats and exp increased, but hp, mana and stamina base values were staying set at level 1 values.
-fixed a bug where if you completely delete a piece of equipment or item from a project, but an enemy is set to drop the deleted item, although the enemy will no longer drop the item (since it doesn’t exist), the item would still show in the enemies list of droppable items.
-fixed a bug with displayed damage output values in the character overview screen, although in battles the calculations were correct, whilst viewing their average damage output in the character overview screen, the unarmed minimum and maximum values shown here were displaying as incorrect values if the character was unarmed, but wearing gloves which deal damage based on the players level.
-fixed a bug where in certain situations, newly created classes were not correctly assigning adjusted hp, mana and stamina values at the point of creation. I had already coded in a piece of failsafe code to prevent this happening, but it only kicks in when first loading a project, so it wasn’t recalculating the correct values until you exited and then reloaded your project. this is now sorted, the adjustment calculations are now added at the point of creation as it should be.
-fixed a bug where if deleting a player completely from a project, If the deleted class was one of the classes set to be able to use a specific weapon or piece of armour, when viewing which classes can use that piece of equipment the old deleted class would still show.

+ Beta Version 1.4.03

– Updated 9th April 2021
-added a new option to the reflect status affect, you can now specify for the status affect to block all mana based abilities, or all stamina based abilities.
– renamed the ability type ‘other’, since this was unclear what its purpose was. Since it was designed solely to cast/use a status affect and do nothing else, I have renamed it ‘Status affect only’
-added a new option to the summon ability, this lets the creator add custom text for when the summon fades from battle.
-added a new option to the restorative ability type. you can still specify hp, mana and stamina increases as a fixed value (as they’ve always been), alternatively you can now choose to set the values as percentages instead. you can individually set each restorative ability to use either fixed or percentage values, but a single restorative ability cannot use a combination of both.
-added an additional option to the restorative ability, if set to revive a defeated character you can specify some custom text to be spoken when the character is revived, leaving blank means no text is spoken.
-made an amendment to item creation. When creating an item and you select ‘recovery item type’, I have now removed the restore to full option. I’ve replaced this with an option to set the Hp, mana and stamina recovery values as either a fixed value (which you have always been able to do) or alternatively you can now set the value as a percentage. this means you can still have recovery set to restore to full by setting recovery values as percentages and setting the value to 100%. this brings it in line with the new addition to the recovery ability (mentioned above), but also gives more flexibility than the old restore to full, as you can now set any percentage value you like, or obviously keep it as just fixed values.
-added new code to restorative and damage abilities which target multiple characters. if you set the sound so it plays once for each character the ability successfully hits (rather than just one singular sound), you can now manually specify the time gap between each iteration of the sound starting to play as it hits each target. you can leave this value blank to have each sound played in full before the next sound begins to play. *please note the time here is set in milliseconds . there is no restriction on length of time, but if you enter a value higher than 5000 (5 seconds) an alert message pops up, this is to prevent incorrectly inputted values accidently being added.
-added code to prevent enemies (or AI controlled party members) attempting to cast a ‘revive defeated character’ type of ability on non-defeated characters.
-if creating a damage ability which uses the casters weapon to deal damage and you also set the ability to add additional damage to the attack. to bring the calculation in line with other systems which add attacking bonus’s, now Any additional damage dealt by the ability is calculated separately and then added to the users total weapon attack damage
-cleaned up some menu clutter with damage ability creation/editing. removed the option to set a manual armour piercing value if ‘bypass targets armour’ is selected (since this would serve no purpose setting this value if the ability bypasses armour). Secondly, if the ability attacks multiple targets, if it also uses the casters weapon to deal damage and uses that weapons sound as the ability sound, the option to set multiple sound or singular sound is removed along with the sound gap option, since in this situation the weapon sound will play once for each target it successfully hits
-made various other minor alterations and cosmetic changes/additions adding final polish to abilities
-fixed a bug where whilst in a battle, if your party all die and you return to the main title screen, or if you choose to manually exit a battle using the in game menu and select return to title, if you proceed to start a new game or load an existing game, some status affects from the previous party members are placed with the new party members.
-fixed a bug with the summon ability not reading custom set text when first cast
-fixed a bug with summon, where if you completely delete the summoned creature from your project, it didn’t delete the creature from the summon ability.
-fixed a bug with the summon ability: when casting summon it didn’t check to see if there was already a character in the battle which has the same name as the newly summoned creature. having two characters with the same name in battle could cause issues, making battles more confusing for the player, with them having to work out who is doing what, when multiple characters all have the same name. in this instance the enemy’s name will be proceeded by a number (dependant on the amount of that creature already in battle)
-fixed a potential issue if a party member and enemy have the same name, similar to above this can cause problems in battles. in this instance the enemy’s name will be proceeded by a number (dependant on the amount of that creature already in battle)
-fixed a bug with the damage ability, if set to use the casters weapon to deal damage, but whilst set to use a custom sound rather than the weapons standard sound, no sound would play when the ability was used.
-fixed a bug where if you have altered the default label names for mana and stamina, if editing the amount of points an ability does , the label here on the input box still reads as mana and stamina, not the new custom labels
-a quick precautionary last minute addition from myself: with the new option mentioned in the earlier update which lets you set the sound gap duration for abilities which target multiple characters. I’ve now added an alert message to pop up if the sound gap duration is set higher than 5000 milliseconds (5 seconds), this is just to help prevent incorrectly added values being added by mistake

+ Beta Version 1.4.02

– Updated 30th March 2021
– added an additional item type to item creation called summon. this allows you to now create an item which can have the summon ability assigned to it. this allows items to now summon creatures or enemies to join the players party.
-added code so that when pressing Caps lock scroll lock or numlock, Sable will now announce the new state of the key (for example it will announce whether you have just turned numlock on or off). a thanks to Damien for writing the code for this.
-Similar to enemy and equipment creation, when assigning any sound to either an ability or status affect, I’ve now added an option at the bottom of the list of sounds called create sound set, this lets you create a new sound set and then automatically populates the abilities sound folder with the new sound set along with its required sub folders.
– for weapons, items or damage abilities where you can set the amount of damage dice to be equivalent to the players level, I’ve added a new option here which also lets you set a level cap. this means the amount of dice used is only equal to the players level up until a certain level. this should prove handy to cap max damage dealt for weapons which use this style of calculation for damage and prevent creations in Sable becoming too overpowered
-added a new option to status affects which last for a specific duration. previously these type of affects would automatically fade at the end of a battle, you can now set an option which determines whether the status affect fades or not at the end of a battle, or stays active on the character until the duration runs out.
-added a new option to status affect creation and editing. this is set at point of creation, but can be edited using the status affect editor. the new option is called status affect type and it lets you set each status affect to one of the three types below:
1. to be used as An on equip or passive status affect only
2. to be used as an on hit only status affect
3. to be used as all status affect types – this allows it to be used as either on hit, on equip or as a passive.
* previously all affects by default were set so they could be used as any type. however, this meant regardless of whether you only wanted a status affect to be used as a passive or on equip affect, you still needed to set all on hit options like initial hit chance, permanent status, how many rounds it lasted, whether it faded at the end of battle, initial hit text, initial hit sound etc which are not relevant to either passive or on equip affects. the new option should therefore streamline the creation process slightly and avoid unnecessary menu clutter whilst editing status affects. a secondary advantage is that it also prevents the previously mentioned unused options appearing if not applicable if the player views the stats of the affect.
* there are a couple of status affect types such as drain, remove active affects and taunt, which due to their nature can only be used as on hit, so for these the above option will not show since sable will just automatically designate them as on hit affects.
-added a new option to status affects which lets you set whether once successfully active on a target whether this affect should show in the targets list of active affects. this setting should come in handy for creating active affects you don’t want the player to see. for example, creating a passive ability which grants its user the ability to parry physical attacks, as a creator you might not necessarily want the player to see this showing in their list of active status affects.
-previously when viewing a list of status affects currently active on a party member it showed only the status affect names. now for status affects which last a specific duration it also displays how many rounds are left until the affect wears off.
-added code so when viewing a characters active status affects it will not display duplicate active affects. however, it only removes exact duplicates from the display, so this means if two of the same status affects are active, but both end at different durations they will still continue to display individually, since due to a differing duration they are not exact duplicates
-added code so when viewing full player stats, the active status affects section still shows an overview of each current active status affects. However, now pressing enter on the active status affects section will display all active status affects in a navigable list, when in this list you can also use shift and s or shift and d to receive smart stat and description information for each of the active status affects.
-added code so that when assigning a status affect to equipment, items, enemies or abilities when viewing the list of available status affects you can now use shift and D or shift and s to view the status affects description or smart stats.
-AI control status affect can now be set as a permanent affect, requiring either an item or ability to remove the status affect (before it always faded at the end of battle)
-added an alteration to the status affect ‘Damage affect’. previously the two methods for selecting how damage is calculated were either as a percentage of the targets HP or as a fixed value. you can still set damage as a percentage, but I have removed the fixed value option and replaced this with an option to set damage to be calculated based on amount of dice and sides.
– added a new option to the dual weald status affect. previously if a character active with dual weald was holding two weapons, every attack the character makes they would use both weapons. the new addition now lets you set a percentage chance of the character using both weapons each time they attack. the percentage value is stackable, so if for some reason a character had dual wield added twice the two percentage values would be added together.
-added a new option to the drain status affect which lets you select any custom text you would like spoken when draining a target
-extended both the prevent recovery status affect and the regeneration status affect, you can now select multiple recovery/regeneration types, previously you could only select one.
-extended the options available to the open lock status affect. previously it could only be used as a passive or an on equip status affect. I’ve extended this so it can now be also used as an on hit status affect too. Although a status affect like this is most likely to be used as a passive or on equip, the new option potentially opens up the possibility of creating items or abilities which could grant only temporary access to certain locked objects, doors, areas or transitions.
-added new code to both the immune and remove status affects. you can now edit the selected list of abilities and affects the status affect works on, the list also now displays all available abilities and affects, and shows which ones you have already selected. I have also added an option to select all or deselect all at the bottom of the list for both status affects
-added a new option to the immune status affect which lets you set the percentage chance of the target being immune to the selected abilities or affects
added a new option to the prevent action status affect. you can now set custom text and sound if the character is attacked and this causes the active prevent action affect to be removed from the target. *please note these options only show if you have set the prevent action affect to be prematurely removed if the target is attacked
-added a new option to the protect status affect, you can now set the percentage chance of protecting the selected ally
– added new options to protect which let you set custom text and sound for when you protect an ally
-added a new option to the reflect status affect, you can now specify the percentage chance of it reflecting the selected abilities or affects
-added a new option to the reflect status affect. previously when reflect was active it blocked all abilities and affects, you can now select which abilities and affects it is effective against. You can view and edit the list of abilities and affects which it reflects, I’ve also added the ‘select all and deselect all options to the bottom of the list too.
– added a new option to both the status affect reflect and also remove active affects . you can still select from a list which abilities or affects this is effective against. alternatively you can now select which abilities or affects it will not work against, this means it will be effective against everything except the selected abilities or affects. this is handy if you want remove or reflect to work against almost everything except maybe just one or two abilities.
-made an alteration to status affects which alter the targets stats. there was an option to increase the damage output for either armed or unarmed attacks. to bring this in line with other damage calculations both of these now ask you to set amount of dice and sides to calculate damage. *please note any additional damage bonuses granted to the target are calculated separately each time the target attacks, the resulting values are then added to the targets total damage output
– added a new option to on hit status affects which adjust the targets stats. the new option allows you to set the stat adjustment values as either fixed values (as it has always done), but you can now opt to set the stat increases as percentage values rather than fixed values. please see notes below:
1. this only works with on hit only status affects
2. there is an option during status affect creation and editing which lets you select either to use percentages or fixed values for any stat adjustments
3. Each on hit status affect can be either set to use fixed values or percentages for any stat adjustments, they cannot use a combination of both fixed values and percentages
-added a new key, you can now press CTRL and T to repeat the title whilst in either a menu, edit box or yes no dialog box.
-added a new key for saving your project or game without having to go into the main game menu. the new key shortcut is: CTRL and S, this works in both play game mode and editing mode.
-added additional sound queues for certain UI related actions in sable. the following now all have their own sounds: alert box, message box, new creation, empty menu and finally loading maps. previously these all shared other sable UI sounds
-improved navigational responsiveness within menus
– addressed a key conflict issue whilst using the ALT key. also added new code which mutes speech if ALT tabbing out of the Sable window to another program, which makes moving between sable and other programs slightly smoother.
-made various other minor alterations and cosmetic changes/additions adding final polish throughout abilities and status affects.
-fixed a bug with the AI control status affect. this affect prevents the player being able to control that party member, however it was still allowing that party member to cast an ability outside of battle, which it shouldn’t.
-fixed a bug with status affects which last a specific duration. if a character cast it on themselves or it was cast outside of battle the affects were lasting one round longer than they should
-fixed a bug with dual weald where if a character was holding a shield in one hand and a weapon in the other they would still attack twice.
-fixed a bug in play game mode. if a party member had a status affect cast on them which was either permanent or lasted a specific number of rounds, if the player saved, exited and then reloaded, the status affect would still show as active, but its affects would not be active on the party member.
-fixed a bug with the AI controlled status affect, if cast on a party member and set to make the party member attack their own party, if the AI controlled character then uses an ability which can be cast on multiple targets and would usually target opponents, the character would still direct this at the enemies rather than firing it back at their own party .
-fixed a bug with a calculation within the drain status affect. the percentage was being calculated against total damage dealt, but was applying the remaining percentage rather than the actual percentage (meaning drain set to 15% was actually draining 85% rather than 15%)
-fixed a bug with the status affect open lock. if assigned to unlock a container , if that container was then deleted from the project it didn’t automatically update and unlink the status affect meaning the container would still show in the status affects list of linked locations/objects
-fixed a bug where if creating a new game in play game mode, but Sable exited you from the process before the new game was started, going to play game mode but then selecting a different project to play could result in party members starting equipment or abilities/affects not loading
-fixed a bug with the protect status affect not working correctly
-fixed a bug with the prevent recovery status affect, where if attempting recovery using an item, although it was preventing the recovery Sable was still announcing what would have been the recovery increase values.
-fixed a bug with the prevent action status affect. after saving and loading a game where a character had the prevent action affect active on them, once the status affect was removed the character could act again in battle, but would still be left unable to cast an ability outside of battle.
-fixed a discrepancy with player initiative values after saving and loading a game.
-fixed a bug with the ability type other, if assigned with only a status affect and the status affect would miss, no sound would play. it will now play a sound from the status affects miss soundset folder. *please note this is the only time for status affects a miss sound is used.
-fixed a bug with the taunt status affect. in the unlikely event one member of the players party cast this on another party member, although they would be forced to direct all physical attacks to the party member taunting them, if using abilities they could still target any party members. this is now fixed and they can only fire abilities at the character taunting them
– fixed a bug with reflect activating twice when set to protect against multiple abilities and affect types
-in battles equipping or unequipping your character uses that characters turn. fixed a bug where unequipping a character in battle didn’t end that characters turn.
-fixed a bug in play game mode, if choosing to auto set party members when first creating a new play game , selected party members had no pain or death sounds assigned.
-fixed a bug with the new simulate battle for testing balance function, if the status affects counter or prevent ability were used , part of the status affect was spoken whilst the battle ran its test simulation.

+ Beta Version 1.4.01

– Updated 20 February 2021
-when viewing a character damage output, if unarmed but wearing on hand armour which deals damage, it now says unequipped attacking with and gives name of on hand armour, before it just said unequipped.
-when viewing damage output in the character info window it now displays crit hit chance as a percentage along with the crit multiplier value
-weapons, items and armour can now set amount of damage dice to be equal to the level of the character using the weapon/item.
– extended the attacking options available to items which attack an opponent and also on hands armour which deal unarmed damage. the new additions give armour and items the same attacking options as weapons, which include:
– damage type, damage dice and sides, damage dice can be set to be equivalent to characters level, critical hit chance, critical multiplier value and armour piercing
-For on hand armour which deals unarmed damage, you can now select an attacking sound from the weapon sound set folder. it will use this sound when attacking with the on hand armour, if this sound field is left blank the character will instead just use their natural unarmed attacking sounds.
-any unarmed damage dealt by on hands armour is added to the damage already dealt by the players standard natural unarmed attack. these values are calculated separately and then added together.
-on hand armour can now be assigned an on hit status affect which it will use when attacking.
-When editing a piece of armour or a weapon there was an option to view which classes could currently use the item, or you could assign additional classes to use
The item. previously there was no option to remove a class from an item, this has now been added, plus you can no longer add the same class to an item more than once (since that would serve no purpose)
-further tidied up wording and how smart stats display for items, weapons and armour.
-I’ve streamlined the item creation process, whilst at the same time added some new features and options. One of the main alterations is that I’ve removed the consumable and reusable option. In its place you can now select the item type, there are now five different options to choose from. Which item type you select will determine what actions the item can perform and can also affect who the item can target. Below are the five types along with some notes:
1. Stat adjustment items – these items apply stat adjustments to their targets, the affects will only last a certain number of rounds, after this time they will fade and any stat adjustments will be removed from the character. The item can be assigned an on hit status affect and can target either opponents or allies. If targeting opponents it can also be set to deal damage.
* a new feature to stat adjustment items now allows you to use them outside of battle. you can now specify whether the item can only be used in battle, if selecting no the item will then be able to be used both in and outside of battles. By default if set to target enemies the item will only be usable inside of battles
2. Restorative item – these items can revive defeated characters or increase hp, mana or stamina. The item can be assigned an on hit status affect and targets only allies.
*a new option to restorative items allows you to set the item to restore HP, mana and stamina either by a set value or to restore to full.
3. Damage only – these items only deal attacking damage, no duration or stat adjustments can be set. The item can be assigned an on hit status affect and can only target opponents
4. Permanent adjustment to base stats – these items apply permanent adjustments to the targets base stats, once applied the stat adjustments do not fade and cannot be removed. The item can only target allies
Reusable item – these items are often used to create items such as things like books which the player might want to use more than once. These items are not removed from the players inventory once used and do not apply any stat adjustments, damage or status affects.
-substantially reduced the saving and loading footprint for weapons, items and armour
added numpad enter to work as an alternative to the return or space key whilst in menus
-fixed a bug with player or enemy hp, mana, and stamina values not increasing to their max values in debug or edit mode when equipping new armour or weapons which increase max values.
– fixed a bug with stats not being removed if an on equip status affect is assigned to a weapon or piece of armour already equipped to a player and the status affect is then completely deleted from the project.
– fixed a bug caused when changing 1 handed weapons to two handed for players already equipped with two different weapons and if replacing an equipped piece of armour or weapon with something else, but without removing the previously equipped item.
-fixed a bug with the weapon critical multiplier calculation, where it was applying the weapons stat modifier twice with critical hits.
Although there was already code in place to prevent max hp falling below zero if equipping something which reduced max hp below zero. although technically max hp would be lower than 1, the player would only ever see it displayed as one in these situations. however, it had the potential to cause problems if that character then tried to increase hp through abilities, items or restore points, this is now fixed
-fixed a bug in play game mode with items which are set to last a specific number of rounds. if the item was used on a player, whilst the effects of the item were still active (i.e. if the items duration hadn’t yet run out), if the player saved, exited and then reloaded their save file the item would no longer be active on the character.
-fixed a bug with accuracy progression. when levelling up and there is an increase to the players accuracy stat, any manually added base accuracy were not being
added to the new accuracy stat, potentially leading to an accuracy decrease to the player after levelling.

+ Beta Version 1.4

– Updated 25 January 2021
-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

– Updated 13 December 2020
-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

– Updated 13 November 2020
– 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

– Updated 01 October 2020
various optimisation code added

+ Alpha Version 1.23

– Updated 25 September 2020
– 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
Item editor
Armour editor
Weapon 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

– Updated 22 September 2020
-minor bug fixes relating to the new auto transition and sized options added to all objects in the previous update

+ Alpha Version 1.21

– Updated 15 September 2020
-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

– Updated 27 August 2020
– 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

– Updated 07 August 2020
– 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

– Updated 30 July 2020
-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

– Updated 27 July 2020
-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

– Updated 24 July 2020
-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

– Updated 18 July 2020
-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

– Updated 18 July 2020
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

– Updated 1 July 2020
-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

– Updated 29 June 2020
-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

– Updated 22 June 2020
-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

– Updated 14 June 2020
-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

– Updated 13 June 2020
-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

– Updated 12 June 2020
-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

– Updated 07 June 2020
-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.