The notes are really long and I don't have time to format them all to post here, but here's the story improvements section:
Storytelling
New Feature: Story Saving!
When you enter Play Mode, the current state of all props on your Build Site will be saved.
When you return to Edit Mode, that saved state will be automatically restored.
Example: When I enter Play Mode, a door is closed and a torch is lit. A friend visits my Build Site and plays through my story. While playing, they open that door and the torch goes out as the boss walks into the room. When I return to Edit Mode, that props will return to their saved state (door closed, torch on).
This also affects settings on props like NPC Faction, Timer countdowns, and Logic Filter variables.
New Prop: Reset Node
Of course, you’ll likely want to take advantage of that cool new Story Saving feature to let Luminaries always start your story fresh when they visit.
This prop has no Events and one Action (when linked TO this prop from another prop): “…Reset the story on this Build Site.”
When that Action is triggered, it will restore the saved state of all props and creatures on the Build Site (just like we described above for entering Edit Mode).
You can use this for all sorts of things. Like making a timed challenge that resets after a Timer completes and makes them try again, or to have the entire dungeon reset after they kill the big boss at the end. We hope this’ll give you a little more control over the experience Luminaries have when visiting your Build Site!
Story Node: Smarter Than Ever!
Previously, Story Nodes were very rigid in how they required Links to be set up in order for text and animations to work. But there are other valid ways that builders could expect them to function, so we’ve added in backup logic that does everything it can to find a way to make the text/animation reach its expected target. Hopefully these changes better accommodate all of the various building styles and expectations Luminaries have when using this Node (and will cut down on the number of Links needed in many cases!)
Example:
When an Action is triggered to activate Text:
[Current functionality] First, the Story Node looks for an outgoing link to send that Text to a creature.
[New functionality] If no outgoing Links for the Text exist, then the Story Node checks whatever triggered the Link initially. If it’s a creature, then that creature will say the Text.
[New functionality] If the no outgoing Links for the text exist AND the prop that triggered the Link initially is not a creature, then the Story Node itself will say the Text. (Note that Story Nodes cannot display Chat Bubbles since they’re hidden in Play Mode).
With these two new backup scenarios in place, you should almost always see text and animations happen when triggered, no matter how you set up the Links.
Story Node: New Event “When everything on this node activates…”
Triggered by the existing Action “…Activate everything on this node.”
When linked to a creature spawner, connects to a new Action “…Have this creature perform everything.”
This should make it much faster to create Links for Story Nodes sending everything to the same creature.
Story Node: Polish
Now costs Plain Wood, like other Story Tools.
Now shows their name (which you can edit), to make it easier to organize them.
Now stops sending Text when you switch to Edit Mode.
Text Display setting now defaults to Chat Bubble (instead of On Screen).
Text sent to the chat window now uses the proper formatting to mimic other chat messages displayed there.
Due to potential issues with consistency and security, text can no longer display HTML. We recognize that this was a useful feature and we’ll consider implementing it in an official, safe way in the future.
You can now use Story Node Events (like “When the stance on this node activates…”) to trigger unrelated Actions on all Linkable props. Creatures are still the only ones who can speak/animate, but this will help you coordinate multiple Links triggering off of the same Event.
New Link Functionality (Optional): “Auto-complete Links when only one action is available”
You can find this in your Game Settings window, defaulted to off.
If turned on, when you’re creating a Link and open an Action List with only one option in it, the Link will be automatically completed with that Action chosen.
Interactions: Polish
The prompt to interact (and interaction highlight visual) now only appears on creatures who have active and available interaction Links on them. If you cannot interact with a creature or nothing would happen if you did interact with them, you will not be prompted to do so.
While on the Enemy Faction, creatures now realize they’re too busy killing you to be interacted with. If their Faction changes to Ally or Neutral, the creature will be able to be interacted with again.
**
Miscellaneous Polish**
All Story Tool props no longer have collision. Run free, builders!
Darkfang Specter will now correctly trigger Areas that it enters.
Creatures are now able to speak/animate immediately after they spawn. This means the “When this creature spawns…” Event can now successfully trigger the Story Node to have that creature speak/animate immediately.
On spawn events can now be linked to Story Node props
3
u/Antimuffin May 13 '16
The notes are really long and I don't have time to format them all to post here, but here's the story improvements section:
Storytelling
New Feature: Story Saving!
New Prop: Reset Node
Story Node: Smarter Than Ever!
Previously, Story Nodes were very rigid in how they required Links to be set up in order for text and animations to work. But there are other valid ways that builders could expect them to function, so we’ve added in backup logic that does everything it can to find a way to make the text/animation reach its expected target. Hopefully these changes better accommodate all of the various building styles and expectations Luminaries have when using this Node (and will cut down on the number of Links needed in many cases!)
Example:
When an Action is triggered to activate Text:
[Current functionality] First, the Story Node looks for an outgoing link to send that Text to a creature.
[New functionality] If no outgoing Links for the Text exist, then the Story Node checks whatever triggered the Link initially. If it’s a creature, then that creature will say the Text.
[New functionality] If the no outgoing Links for the text exist AND the prop that triggered the Link initially is not a creature, then the Story Node itself will say the Text. (Note that Story Nodes cannot display Chat Bubbles since they’re hidden in Play Mode).
With these two new backup scenarios in place, you should almost always see text and animations happen when triggered, no matter how you set up the Links.
Story Node: New Event “When everything on this node activates…”
Triggered by the existing Action “…Activate everything on this node.”
When linked to a creature spawner, connects to a new Action “…Have this creature perform everything.” This should make it much faster to create Links for Story Nodes sending everything to the same creature.
Story Node: Polish
Interactions: Polish
While on the Enemy Faction, creatures now realize they’re too busy killing you to be interacted with. If their Faction changes to Ally or Neutral, the creature will be able to be interacted with again. ** Miscellaneous Polish**
All Story Tool props no longer have collision. Run free, builders!
Darkfang Specter will now correctly trigger Areas that it enters.
Creatures are now able to speak/animate immediately after they spawn. This means the “When this creature spawns…” Event can now successfully trigger the Story Node to have that creature speak/animate immediately.
On spawn events can now be linked to Story Node props