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v0.3.5

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@github-actions github-actions released this 04 Oct 14:30
· 241 commits to main since this release

The game's files checked against the Steam release at every start; sample mods kept up to date from OpenFF's MODS list; Crystal's new start page - install a sample mod, create a mod, open a project - with a sample browser; Rogue Mode's Party with job changes, and its black screens fixed.

Added

  • Menus: menu.marked in a layout's bindings (Menu.Marked in C#) - the frame the hand the game leaves where the cursor came from stands on (the Equipment screen's tab while a slot is picked, the slot while its list is), so a layout can hide what it covers, as with menu.focused.
  • Test drives: gil <amount> and shop <index> [table] - the party's gil, and the game's shop screen as Game.Shops.Open opens it.
  • Game files: at every start the game's own files are checked against the Steam release's (a list of every file OpenFF reads, its size and SHA-1, in Data/game-files/; about a second, in the background). Files that differ - a mod installed into the game folder, the phone version's files, a damaged download - are said over the title with Steam's way to put them back, Continue anyway and Don't warn about these files again; the log names them. Settings > Check game files checks at any time.
  • Crystal: crystal game-files <install> <list.json.gz> makes such a list from a clean install (--check checks one against it).
  • Rogue Mode: the camp's Party shows each hero in full - job and job level, HP, magic, stats, equipment - and, once an act's boss has given its crystal, changes their job with the game's own job change scene, the gear the new job cannot wear going to the bag.
  • Battle: L and R (Q and E on the keyboard) switch a target between the enemies and the party, as the Enemy / Ally button does.
  • Crystal: File ▸ Update from the sample - a project made from a sample brought up to the sample as this version has it, after a list of the files it would replace; the project's own files are kept.
  • Party: Game.Party.ChangeJob works for heroes of FF3's own job system too, not only mastery heroes.
  • Mods list: a sample's mod (Showcase, Mastery, Rogue Mode...) says when the release's sample is newer, and U (Y on a pad) updates it - files of it you changed are named first and a second U replaces them; an old copy made by hand loses the files the sample no longer has. Installed samples carry a sample.json (which sample, its version, each file's SHA-1); a mod exported from a Crystal project is yours and is never offered one.
  • Crystal: crystal sample-install <sample> <mods folder> installs a sample as such a mod (the release's preinstalled Showcase is one).
  • Crystal: a new start page, after Unity Hub - Home asks what you want to do today (Install a sample mod, Create a mod, Open a project), Projects lists them all with a filter, and Samples browses the samples with pictures, versions, tags and filters: Install, Update and Uninstall each into OpenFF's mods folder, or Create a mod from it.
  • Crystal: Create a mod - a starting point (Empty, or any sample) with the name, author, version and description; File ▸ New project is now Create a mod.
  • Samples: each has tags in its mod.json and a preview.jpg for the browser.
  • Mods: mod.json's project - the Crystal project a mod was exported from.

Fixes

  • Equipment (FF3): on a layout that gives the slots' labels a place of their own (Starlit Menu), a label stays when its slot has an item, and the hands' count sits at the end of the item instead of over its name (which it rubbed out).
  • Starlit Menu 1.1: the Equipment screen's list keeps each icon clear of the hand, and the tab or slot the hand stands on shows the hand in place of its icon.
  • Shops (FF3): buying no longer crashes on the quantity screen - the Steam release's layout of it has no item icon or name, which the game's code took for granted.
  • Shops (FF3): the quantity screen is laid out in its own dialog - the item's name, the count beside the arrows, the total under them - instead of over the shop's question with the dialog left empty; the sell list's icons no longer sit under the hand; the hand on Buy / Sell / Exit stands clear of the word.
  • Rogue Mode: the battle's opening plays again on the way into a fight - the heroes' surprise and the flash - instead of a black screen.
  • Rogue Mode: starting gear no longer hands out a bow (no arrows come with it).
  • Rogue Mode: Continue Run on a run past the first act no longer leaves the screen black: the warp to its battleground waits till the menus have closed.
  • Menus: the game's main menu opened from a mod's screen (Menu.OpenMainMenu) shows every hero's face, not only those loaded as the menus opened.
  • Crystal: the start page drops a project as soon as it is deleted.
  • Crystal: deleting a project no longer fails with the shell's path error: when the Recycle Bin will not take the folder, it is moved into Crystal's own deleted folder instead, and a mod folder that will not go no longer keeps the project.