This time we implemented functions that extend the use of plug-ins written in C#. We will continue to add features to Bakin, but we have added this feature to make it easier for you to extend the functionality yourself. A convenient function for distributing event plug-ins has also been implemented, and sample plug-ins that take advantage of this functionality are now available on the Steam Workshop. We hope you will use them as a reference for your creations.
In addition, features have been added to make game creation more convenient, such as the Common Event Editor, which is useful for creating common events that tend to increase in number, and the ability to customize keyboard shortcuts in the tool.
Please check out the contents of this update!
--- New and Improved Features ---
[Plug-ins] - Allows C# programs to link arbitrary DLLs. // @@link meta-syntax functionality improvements to allow you to link and use your favorite DLLs. A sample plug-in that enables you to give your game the Steam Achievement System is available on the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=3038041387 <For Those Who Create Plug-ins> As an existing feature, another .cs file can be imported by including the following statement in the code. // @@include xxx.cs [expand type=details]This is especially useful when large processes are divided into multiple cs files, and the battle scripts in the "Battle Plug-in Sample" project make extensive use of this feature. Although only the root BattlePluginDef.cs is targeted for build from Bakin, it is possible to target all battle processes for build by incorporating branch and leaf processes through @@include described there. We hope you will find it useful.[/expand]
- A "Call C# Program" panel has been implemented in the event "Control" category, which allows calling functions (methods) described in C# programs.
Assign .cs file to an event using "C# Program Assignment" in the lower left corner of the Event Editor and use the "Call C# Program" panel to call various functions (methods).
Sample plug-ins are available on the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=3038040372 https://steamcommunity.com/sharedfiles/filedetails/?id=3038039863 - We have implemented a function that allows you to import a set of event plug-ins written in C# into Bakin in a batch by changing the extension of the zip file to ".csrbr". It can be added from the event sheet "C# Program Assignment" field. .csrbr files can also be uploaded to the Steam Workshop. Note, however, that battle plug-ins are not supported.
- We have added a function to the Extension menu to allow easy copying of the latest battle plug-in sample. The battle script in the "Battle Plug-in Sample" in the Game Gallery are updated successively as updates are made. If you are using Bakin Ver. 1.3.0 or earlier, please replace the battle script with the latest version of the above project.
[Map Editor] - The Common Event Editor Plug-in, which allows editing across common events, has been implemented and added. It has been added to the Master Menu on the left side of the Map Editor. Add a tree of common events to the Event Editor, allowing users to switch selections in the tree to view and modify event content without having to open and close the Event Editor. It can be used in combination with the previous Common Events palette.
[expand type=details]This function is implemented as an Editor Plug-in.
The "Editor Plug-in" creation environment, which can extend the functionality of Bakin's Editor, will eventually be made available to the public.[/expand]
- Added configuration settings functionality. It can be opened from "Functions" in the top menu of the Map Editor. You can customize shortcut key assignments for tool operations. You can control the settings in the "Configuration" menu of Bakin's top menu, in the Map Settings palette > Editor Settings tab, and in the Game Definition > Project Settings dialog.
- Added shortcut keys. Shortcut keys have been added along with the addition of the lock function for placed objects and other functions. Please refer to the "Configuration" function above for the added shortcut keys.
- After a copy operation on a map, a box indicating the area to be pasted is now displayed. This feature was added to solve the problem of not knowing the size of the copied area on the map and thus being unsure of where to paste.
- Entries that are locked in the Placed List are no longer selectable in the Map Editor. It is possible to select that entry on the Placed List.
[Resources] - Improved the functionality of the dialog for selecting whether to share materials with materials in the project that use the same textures when importing models. - Materials with the same textures in the project can now be automatically assigned.
- The functions have been reorganized into three categories: Automatically Assign Materials, Manually Select Materials to Assign, and Add All as New Materials. - Material properties are now displayed in the Asset Picker that appears when "Manually Select Materials to Assign" materials.
[Layout Tool] - Free Layout for Events can now be displayed during battles. It was previously disabled during battles but can now be displayed.
- It is now possible to sort skills. Added setting to automatically sort when certain layouts (Item Selection, Skill User Selection, Skill Selection, Battle Item Selection, Battle Skill Selection) are opened. This can be set in the layout properties of each screen. The default sort order is "Obtained Order".
- The color of text used in the spin panel can now be changed.
[Game Definition] - A "cursor hide mode" has been implemented to help create FPS-type games. A selection "Hide Mouse Cursor While Moving" has been added to the Rules and Operations > Operation section. When this feature is turned on, the mouse cursor will not appear when moving during play. Please note that opening the menu screen will bring up the cursor.
[Events] - When a Free Layout for Event is hidden using the "Display Free Layout for Event" panel, all layouts opened from that Free Layout will also be hidden.
- A "Wait to Close" option has been implemented in the "Display Free Layout for Event" panel.
- The "Enable/Disable Camera Operation" panel can now also disable camera resets.
--- Bug Fixes ---
[Events] - In custom events set for "Enhanceable" items, local variables have been modified to be individual items. [expand type=details]Prior to the fix, local variables were shared among the same items.
Note that "Enhanceable" items are treated as separate items when possessed, even if they have the same name. "Knife" and "Knife +1" are two different things. [/expand]
This will result in the following differences depending on whether the item's custom event is specified as "Enhanceable" or not. "Enhanceable" OFF: all the same items use the same local variables. This local variable remains after it is lost from the belongings and is used as a local variable for custom events for items that are subsequently reacquired. "Enhanceable" ON: Uses a separate local variable for each item. When an item is removed from belongings, the local variables are also removed. Deleting variables is also to avoid making the debug window difficult to see with variables that are no longer in use, and to avoid the ever-increasing amount of saved data for that game.
- Fixed a bug that caused an exception when trying to reduce unpossessed enhancement items using the "Increase/Decrease Item" panel.
- Fixed a bug where when creating and playing back a camera gazing at an event, it would target the initial position of the event instead of the current position of the event.
- Fixed a bug in which an event with "when contact" as a start condition would not start if the player overlapped with multiple events for which the "Collide with Player" setting on the event sheet was turned off.
- Fixed a bug where events with the "Collide with Player" setting on the event sheet turned off could interfere with the walking process of the player in the air.
- Fixed a bug in the "Display Free Layout for Event" panel in which the ability to specify a layout with a string variable was not working properly.
- Fixed a bug where the arrow in the speech bubbles did not appear the second time or later when "Display Message " was used in the speech bubble type since Ver. 1.3.2.
[Resources] - Fixed a bug in which "Cancel" in the Resources dialog would not be disabled when adding a resource from a local file. [expand type=details]When you press Cancel to close the Resources dialog, the resources you added have already been imported into the project.
The Cancel button is disabled so as not to create the misunderstanding that canceling allows the user to pretend that the resource was not imported.[/expand]
- Fixed the searching process for similar materials in the project to import when adding models.
- When adding motions to a motion set, the add button was disabled when selecting in the folder view or selecting a folder in the tree view.
- Fixed a bug where image size values were not immediately reflected when re-importing textures in the resource window.
[Layout] - Fixed a bug in which text was not displayed correctly when trying to display text "other than left-aligned" in conversations and message displays.
- Fixed a bug in the layout of the map screen in which the map was not displayed correctly when using an animation to change the scale when displaying the map.
- Fixed a bug that caused the OS system sound when using shortcuts such as Ctrl+V when operating the Layout Tool.
-Fixed a bug that caused an exception when executing a common event in a submenu container for which "Disable Auto Assignment Container Management Number" was selected on the "Enhancement Item Selection" screen.
- In the "Enhancement Item Selection" screen, an incorrect layout was generated when creating a new project. [expand type=details]This bug caused a layout with the same content as the system layout to exist on this screen. This layout was unusable because the content was rewritten and not saved. We are working to prevent this unwanted layout from being generated and to remove it from existing projects. However, it does not affect the actual creation. [/expand]
[Game Definition] - Fixed a bug in Tank Controls type operation mode where the larger the processing drop, the smaller turns were made in the steering wheel.
[Play Execution Issues] - Fixed a bug that caused CPU load due to cache left in memory when entering and leaving maps.
- Fixed a bug that caused a momentary jerky movement when playing back a camera with an LPF type other than "None" for the first time.
- Fixed a bug in which the source for comparison of the calculation of the number of "items set to be enhanceable " was the total number of the same item, e.g., "when purchasing an item. This is in response to a bug that prevented the purchase of multiple enhanceable items.
- The limit on the purchase of "items set to be enhanceable" has been modified so that it is the lesser of two values: the number of items that can be purchased within the range of money in possession or the number of available item slots.
- Fixed a bug in which the "available item slots status" was not considered when checking the unpurchasable check in the item sales list display when purchasing items.
[Plug-ins] - Fixed a bug that sometimes prevented the test play from closing in an infinite loop when an error occurred during the execution of a C# program.
How did you like them?
We hope that the new features we have added will help you create wonderful creations!
We will continue to implement as standard features in Bakin those features that are useful and versatile, even if they can be achieved by creating plug-ins.
We will continue our efforts to improve "RPG Developer Bakin".
Fixed a critical issue causing session halts when opening chests ("Chest Roll hang").
Addressed an issue with Grave General's appearance during Phase 2 of boss encounters, eliminating session blockers.
Fixed a problem where Istravek's second phase occasionally dropped too many Health Potions.
Gameplay Improvements
Attack Slots: Automatic selection removed; players can now choose their first ability at the start of a run.
Permanent (Meta) Progression: Doubled XP rewards and increased gold to expedite class leveling, especially in the early stages.
Adventure Progression: XP required to level up during an adventure doubled; power gains per level-up increased significantly.
Level Ups & Rarity Adjustments: Enhanced power gains for level-ups across different rarity types:
Common Upgrade: +250%
Uncommon Upgrade: +235%
Rare Upgrade: +214%
Epic Upgrade: +200%
Legendary Upgrade: +166%
Adjustments to Mini-Bosses and Boss Chest Rewards: Rewards aligned with increased power gains per upgrade.
Bosses HP: Boss Health Pools slightly increased to match player power progression.
Enemy Progression: Enemy health per floor slightly increased in response to player power growth.
Ability Numbers: Simplified ability values for clarity.
Fallback Strategy Passive: Consistent bonuses based on rarity.
Rewards: Chest availability is adjusted with a 30-second cooldown after opening before revealing the next chest location.
Invulnerability Time: Reduced invulnerability time between hits to 0.5 seconds for all classes.
Dice Roll in Chest UI: Added an option to shorten animations while keeping the dice roll.
Movement Speed Changes: Base movement speed increased for all classes:
Fighter: +20%
Wizard: +10%
Rogue: +8%
Passive Changes - Fleet: Maximum Fleet bonus reduced from 50% to 35% when fully upgraded.
Developer Comments:
The "Fleet" passive has been adjusted to balance its dominance in various builds across all classes.
Known Issues: There is a known issue where fewer upgrade cards may appear during a level-up or at the start of an adventure; a fix is in progress for an upcoming update.
Updated how the auto-aim works when using a controller to make it more intuitive. R-Cuff is back to doing a low-throw, and the regular throw now acts like a “lob” at short distances. The cursor now is orange and only turns red when locked on to an enemy.
Balance
Reverted a change that made the final boss’ final punch in his combo to remain on screen for longer.
Increased the stun on a regular rocket launcher direct hit 5 -> 6 and the explosion 0 -> 1. It will now always stun a big zombie (assuming it has no stun resist yet).
Bugs
Fixed a bug where teleporting to a phonebooth didn’t set it as your savepoint.
Fixed a few NPC dialogues which had typos / sentences that were cut off.
Fixed a bug where sometimes a world item would spawn more than once.
New Quest from cid on day 6 teaches players how to use information sign post.
Pull up animations implemented, more quick/visual feedback for picking up items when you hold the cancel button.
Saplings can be pulled back out for all trees
When pressing the cancel button, player will not turn to face mouse position anymore (only action button respects setting value as cancel is not a mouse action).
UI background animation for character creation screen removed (since players can spend lots of time here)
Tobias will accept the pink honey now from quest
Increased the price of Honey and Pink Honey by 3 times (wrong pricing before)
Blue Arrow frog needs better spawn rate
Bugs
Off season crops in greenhouse will not die the next day.
Can swing tools in greenhouse now
While pet is away and busy, you can no longer interact with their inventory slots over the top of the BUSY overlay
Wood disappears from hand now when using fireplace and it is your last wood. Fireplace shows notification about 2x wood requirement if only holding 1 wood.
Fixed churner sprite cut off when processing
Projectiles no longer disappear on pausing game
Picking pixie warning popup show [btn] code instead of parsing actual button fixed
Sleeping ZZZ particle removed from characters in cutscenes (second time round)
Picking up pixes from shrines into bottles can also use the Cancel button now to make it consistent (the action button also works as an additional button for shrines only since this is their main function)
Pixie bubble info now disappears when toolbar is hidden
Shift or Ctrl clicking any item with attachments no longer makes you lose all the attachments (fixed last version but forgot to include in notes)
Known Issues:
Mushrooms are not clustering correctly or disappearing randomly
Alpaca’s dropping wrong colored wool
Health bar not correctly updating length when equipping item or eating card that alters HP stats
Catching a pigeon can cause crash - cannot reproduce - please report if you can and know any reproducible steps to do so
Pet can stop at base of penguin post when leaving
Wallpaper cannot be placed behind fireplace
Caterpillars walking across water, frogs spawning in the walls in caves
tl;dr; Balance Changes, Game Speed Fixes, and Bugs
Small patch to fixes some things I found with testing the 1.1 build. Mainly it was adjusting the game so the various things scale properly with the game speed.
Please let me know if you find any bugs or if you want me to add any other quality of life changes.
Thanks, -Aarimous
Notes #4
Reduced the spawn chance for rare relics from 10% to 5%.
Pawn base health increased from 90 to 95
Rook base health increased from 135 to 140
Game speed is now saved as a local setting and will be remembered between sessions. Previously this was always defaulted to normal speed when launching the game.
Fixed many of the abilities so the animation speed would scale properly with game speed
Fixed game elements like Movement Coins and XP gems so their animation would scale properly with game speed
Fixed character animations (in game) so their animations would scale with game speed
Fixed a bug where the act intro text could sometimes flash on the screen. Not sure if this is actually fixed, but we will see.
Notes #3
Added 10 new gambit levels
Reworked the gambit levels gambit levels since there are now 20, generally I made certain mods more difficult. I’m open to feedback if certain things feel to easy/hard.
Run Setting screen can now handle Gambit levels with multiple mods, this was added to accommodate the Gambit level rework
Added new level 15 and level 20 gambit achievements, these will be activated once the 1.1 build is live.
Added 6 new maps layouts for Act 2 and Act 3 maps that will randomly be randomly selected (Act 1 will always be a randomly procedural map)
Added a new system to track wins, losses, and highest gambit levels per character.
This will be displayed on the the character select screen.
Resetting the records will reset this as well.
Added a tooltip to show the current ability stats when hovering over the the ability UI element
Added a display to the pause screen to show all the current Gambit levels and the flavor text
Added a build summary to the game over screen which will show some basic player stats as well as the relics and abilities you had. I had to move the joker’s art to accommodate this.
Adjusted the font to be a bit sharper at all font sizes
Changed the button colors to make the green/red a bit less saturated and easier on the eyes
Yoyo ability
This is a nerf to the Yo-Yo. My goal is for this to be bad early, but good later if you upgraded it a lot and had good relics. As such most of the nerfs are to early stats.
Damage increased from [55, 80, 110, 175] to [75, 100, 140, 190]
Max Number increased from [2,3,4] → [2,3,4,5]
Cooldown decreased form [8,6,4] → [7,6,4]
Scarecrow minion ability
Turn duration fixed to be [10, 15, 20] previously this had 0 and 0 as the last two upgrades.
Martin Character
Lowered melee damage from 70 to 45
Martin’s Relic: Lowered lvl up heal amount for 20 to 15. Added a -25% to AOE multiplier, removed bonus ability power
Bug Fixes
The Real Knight’s relic: fixed melee healing base to be 20 not 2. This is was a bug.
Fixed a bug where the certain run records were not working correctly.
Fixed a rare game crash where sometimes in act 2 the laser map hazard spawning system would sometimes bug out if a specific spawn outcome was chosen.
Notes #2
Added a new Run Setting to Enable/Disable the Turn Timer
This will hide the turn timer and allow the player to take as long as they want during their turn
Disabling the turn timer will always turn off Steam achievements. I decided to do this because I designed the game around having a turn timer and while I’m all for player playing the way they want to play, the achievements might lose their feeling of accomplishment since the game will be significantly easier without the turn timer. I would be interested in refining the turn based gameplay if this is something you players want.
Disabling the turn timer will also disable any real-time game elements as these were balance around a turn timer and would be over powered without a timer.
Yo-Yo Ability
Wandering Bot Relic
Firewall Map Hazard
Game speed will still adjust how fast the other game elements move, but will no lower apply to the player's turn.. because well there is no timer with this setting.
Changed the Jak character’s starting ability to use the Jak Trap instead of the Yo-Yo. This help makes the new turn timer setting work, and feels a bit more thematic
Lowered the “I am the Loot Hoarder” achievement from 100 chest to 50 chests
Gambit Level Progression will now always be enabled regardless of the game speed, previous you could only progress the Gambit level if achievements were enabled. This is another change made to align with the new turn timer setting.
Notes #1
Added floating text which will warn the player when there are 25, 20, 15, 10, 5, 4, 3, 2, 1 turns left in the act. The goal here is to add anticipation for the act endings.
A new zoom out animation will play when completing the act
A new zoom out animation will play when winning the game
Fixed some bugs with the animations when the player dies
Fixed some bugs where navigating from the game over screen to the main menu would flash the game screen
Fixed a bug where blocked damage would not show correctly
Steadfast Protector: now reduced 25% of incoming damage, previously this was a flat 30 damage, which made the relic really good early, and less good later. This will make the relic have the same power during the whole game.
<Event> 1. Seal Breaker Coordi Encore Event (September 20th 00:00 - October 10th 23:59) (UTC+0) - Lioness
2. Gift Box Event in Progress (September 6th After Maintenance - September 27th Before Maintenance) (UTC+0) - Players can receive GP Item Property Scroll, Advanced Rune Summon Chest, SP All Reset Card, Chase Point Reset Card, Premium GC Club, Socket Gem, and other various rewards by logging in for 30 minutes daily for 15 days. - Players can collect Gift Box Fragment and rewards through various events. (1) Players can clear Dungeons at Appropriate Level Range to acquire [Gift Box Fragment (#1~9)] 10 times daily. (2) Players can clear Daily Repeat Mission to acquire [Gift Box Fragment (#1~3)], [Gift Box Fragment (#4~6)], and [Gift Box Fragment (#7~9)]. (3) Players can clear Login Mission to acquire [Gift Box Fragment Select Box (#1~9)] and other various rewards. (4) Players can login up to 300 minutes over the weekend to acquire [Gift Box Fragment Select Box (#1~9)] and other various rewards. [Accumulated Login Event Week 1]: September 8th 00:00 - September 10th 23:59 (UTC+0) [Accumulated Login Event Week 2]: September 15th 00:00 - September 17th 23:59 (UTC+0) [Accumulated Login Event Week 3]: September 22th 00:00 - September 24th 23:59 (UTC+0)
<Banned Players Notice> Number of players banned for using and/or promoting hack tools: 174 (Permanent Bans)
We will strive to create the best experience possible. Thank you.
New Quick Patch for LION's Early access, this contains several new fixes and the Initial Base for a rework on the Judges Coliseum Level, now a tutorial mode was added and boss rush, several difficulty levels will be added in the following patches alongside new content. Also, the Double jump no longer will unlock after obtaining a certain number of children but instead will be located in a cavern where Victorialem is obtained, the Upgrade Media won’t show for the moment as is being produced.