Releases: EBro912/OmoriSandbox
Releases · EBro912/OmoriSandbox
Release v1.0.0
Changelog
- Added the
More InfoandState IconsOMORI mods as built-in toggleables - The speed at which text displays in the battle log can now be modified
- The delay between actions can now be modified
- Added Alt. versions of most bosses and accompanying enemies (Boss Rush, Epilogue, etc.)
- Added Snaley (1, 2, 3), Shady Mole, King Carnivore, Root, and Humphrey
- Added a customizable Boss Rush
- Dialogue now supports Godot BBCode text effects, and all enemy dialogue has been updated to match base game
- Dialogue can now be skipped with the 'Back' and 'Accept' keys
- Added an option for Borderless Windowed Fullscreen. This can be toggled either in the settings or with the default key 'F4'
- Keybinds can now be modified for most actions
- The loop point of the BGM can now be modified
- A 'Quit' button has been added to the main menu
- Added Sunny's previously missing skills
- Added the 'OMORI did not succumb' text
- Added configurable stat modifications to party members in the editor, as well as presets based on the 'permanent upgrades' in base game
- Modified menu navigation to be more accurate to base game
- Weapons can now be filtered per-actor in the editor
- Modified the appearance of followup bubbles to be more accurate to base game
- Modified the main battle loop to be more accurate to base game, including some niche cases like how forced actions are handled
- Modified the appearance of damage numbers to be more accurate to base game
- Added a dedicated section for the credits on the title screen
- Added a separate section on the title screen when entering the editor, allowing you to load into a preset directly or by creating a new normal/boss rush preset
- Added the ability to do 10x damage on a key (debug damage)
- Added the ability to speed up or slow down the game on a key
- Added the ability to restart the battle mid-battle on a key
- Added the ability to require two presses of the 'Run' button, preventing accidental runs
- Improved the appearance of most in-game textures by disabling unnecessary texture compression
- Added an Animation Preview tool to the editor under a new
Toolstab - Added a 'Grayscale on Defeat' checkbox to enemies, allowing enemies to trigger the defeat effect from base game
- Fixed tiered stat modifiers not incrementing correctly
- Fixed inconsistencies when selecting stacked enemies
- Fixed inconsistencies with Mr Jawsum's minion barrier
- Fixed some issues and inconsistencies with boss AI
- Fixed an item getting deleted from the inventory if the action was cancelled
- Fixed Basil's followups having incorrect targeting
- Fixed pressing 'Back' on the Skill/Snack/Toy menu returning to the wrong menu
- Fixed the appearance of the Skill/Snack/Toy menus sliding over the buttons
- Fixed the appearance and size of text in most areas
- Fixed some typos and/or missing text
- Other minor bugfixes and changes
For Modders
- Added support for animated battlebacks via .gif files
- Added a default
custommod that is auto-generated for the user, allowing easy file-driven modding - Mods can now supply a 'presets' folder to supply modder-created presets to users
- Dialogue now supports custom options
- Damage can now be overridden at specific points of the damage calculation
- Converted the
WeaponandCharmclasses into a singleEquipmentclass - Added the ability to tint the screen
- Modded party members can now use Plot Armor by setting the
HasPlotArmorflag and supplying aplotarmoranimation - Modded party members can now supply a list of weapons in the
EquippableWeaponsarray for use in the editor - The
SpriteFramesBuilderhas been abstracted to support generic SpriteFrames animations Animation.jsonandAnimation.jsondanimations from RPGMaker can now be loaded from ananimationsfolder- Animations can now be played at specific coordinates
- Custom state icons can be imported from a
stateiconsfolder - Added a
Waitclass to use instead ofTask.Delay - Other modding changes and overhauls
For more details on v1.0 modding changes, please see the newly improved Sandbox Wiki here: https://ebro912.gitbook.io/omorisandbox
Pre-Release 0.9.3 Hotfix
Changelog
- Updated the title screen to be animated, and UI elements now use custom textures
- This is currently WIP, and missing UI elements will be added in the future
- Enemy health bars now render over all other elements, fixing an issue where they would get hidden behind another enemy if their layer was further back enough
- Fixed Ricochet not showing the actor name
- Fixed Mutantheart's Slap being affected by emotion damage
- Fixed Omori's Plot Armor state getting stuck across turns
- Fixed the crit buff in Bossman Hero's fight not applying correctly
- Fixed Bossman Hero "Give Pizzas" skill dialogue stating it gave the pizzas to an enemy's name
- Fixed the volume and pitch on SFX players not resetting after being modified
- Fixed the passive healing from Basil's Release Energy triggering every time the Fight/Run menu was backed into
- Fixed even more issues with skill targeting that caused the wrong actors to be targeted or to be targeted multiple times
- Fixed the word Juice being lowercase in "...does not have enough juice!"
- Fixed stat modifiers being ticked down before end-of-turn enemy skills were used
- Fixed crits doing less than 2 damage in certain situations (Guard still halves it to 1)
- Fixed Perfectheart's Exploit skill causing a softlock if the target was Afraid
- Fixed the targeting UI breaking if two enemies are stacked on top of each other due to boss summons. They will now spawn slightly apart (stacking enemies when making a preset should still be avoided)
- Modified the Health and Juice bars so they deplete at a constant rate regardless of Max Health/Juice
- Fixed Aubrey's Counter skill attacking multiple times if she was hit with a multi-hit skill
- Fixed bosses with phases, such as Sweetheart and Unbread Twins, skipping phases if enough damage was dealt to them
- Fixed the Unbread Twins not actually keeping track of the enemies they spawn
Known Issues
- "Known Issues" sections from prior hotfixes still apply
- Certain BGM does not loop correctly. This will be fixed with a controllable loop point in a future update
- Perfectheart's Spare does not trigger Plot Armor
Pre-Release Hotfix v0.9.2
Changelog
- Fixed the selection box displaying on the wrong actor in certain situations
- Fixed an error when pressing "Back" when the leader is toast
- Fixed behavior when pressing "Back" when one or more actors are toast
- Reverted and improved changes from hotfix v0.9.1 that caused the targeting system to break entirely. This should fix many targeting related bugs from that version
- Fixed Omori dying to crits with Plot Armor
- Fixed "Pass to Hero" only doing damage to one target
- Modified the damage calculation again to properly handle damage caps
- Fixed Can't Catch Me's debuff targeting the user instead of the enemies
- Fixed the animation for Nefarious Chip's cookies playing on himself
- Fixed tiered stat modifiers starting at tier 2 instead of tier 1
- Fixed tier 1 Speed Up only giving 1.15x speed instead of 1.5x speed
- Fixed the Discord RPC showing the wrong version
- Fixed Boss Aubrey, Boss Kel, Boss Hero, and Bossman Hero being susceptible to all emotions
- Fixed Fear of Heights saying "1 turns left" instead of "1 turn left"
- Fixed various outdated boss AI that used improper targeting
- Fixed The Earth's do nothing skill not doing anything (literally)
For Modders
- Added GetRandomUniqueAlivePartyMember(Actor) and GetRandomAliveUniqueEnemy(Actor) for getting party members/actors other than the one provided
Known Issues
- Certain bosses, such as Mr Jawsum, are susceptible to 2 crit damage. This will be fixed in a future update with an overhaul to the StatModifier system
- Enemies stacked on top of each other cannot be properly targeted. This was slightly improved as of this update, but should be avoided when creating presets
Pre-Release Hotfix v0.9.1
Changelog
- Fixed missing animations on other enemies with Boss Kel's Rain Cloud
- Fixed multi-target skills targeting alive actors more than once if one of the prior valid targets is now toast
- Fixed Charms applying HP/Juice based stat bonuses to Current HP/Juice instead of Max HP/Juice
Pre-release v0.9.0
Changelog
- Added the following bosses/enemies: Space Ex-Husband, Sir Maximus I/II/III, Fear of Drowning, Pluto (Expanded), King Crawler, Kite Kid, Kids Kite, Pluto, Left Arm, Right Arm, Abbi, Tentacle, Recycultist, Recyclepath
- Added the following console-exclusive bosses/enemies: Aubrey, Kel, Hero, Bossman Hero, Gator Guy (Hero)
- Most skills are now universal, meaning they can be used by both party members and enemies
- Added item icons to all snacks and toys
- The followup fingers now move
- The Release Energy followup bubble will now strobe and flash like it does in the base game. It will also be greyed out if it cannot be afforded
- The dialogue box now has an open/close animation
- Added a "Pitch" field to the editor, allowing BGM to be played at any desired pitch between 0.1 and 2.0.
- Added a "Settings" button to the main menu, allowing individual volumes to be configured. The settings file is saved to
user://settings.cfg- A checkbox has also been added to disable the damage cap if desired
- More similar config options will be added here in the future
- Renamed the "Configure" button to "Editor"
- Added the "Contract" charm
- Enemies will now fall off the screen all at once instead of one at a time
- Updated damage calculation to be more accurate to the base game
- Updated damage variance calculation to be more accurate to the base game
- Fixed enemies not respecting the "layer" property when loaded from a preset
- Fixed the hurt animation displaying on actors who took 0 damage
- Fixed Perfectheart having a hitrate of 95 instead of 1000
- Fixed Space Ex-Boyfriend's missing anger sprites
- Fixed console spam on startup due to missing base game assets
- Fixed the battle log not displaying multi-line text properly in certain situations
- Fixed the energy dots showing a black line on the edge of the animation
- Fixed the cursor in the item menu moving to an empty slot when moving across pages
- Other minor tweaks and fixes
- Code cleanup, optimizations, and refactoring across the board
For Modders
- Charms now use StatBonuses instead of Stats, meaning percentage-based stat changes for Charms are now supported
- The Apply method for Charms has been renamed to OnApply, and returns a StatBonus instead of Stats
- The Actor class now has
DamageJuicemethod, andSetHurtcan be overridden - The pitch of BGM can now be modified
- Added an
AddItemmethod to BattleManager to add items to the player's inventory - Added
ShowMessageWithIconto the BattleLogManager. This accepts a resource path and a sprite index - The
DamageJuicefunction is now available to calculate emotion-based juice damage QueueMessagein DialogueManager now has ahasChoicefield to show a Yes/No choice. You can check for what the user chooses usingWaitForUserChoice. As of now, these selections cannot be changed- Enemies now have a public
Layerfield to check what layer they're on - Animations are now universal and will calculate their draw layer based on who is using the skill, meaning you no longer need to specify
targetsEnemyin most cases. Screen Animations do still need atargetsEnemyspecification, however you can easily pass intarget is Enemyfor this parameter in most cases - All skills and items now accept a list of targets internally instead of a single target. This means multi-target skills no longer use
nullas a target, and your skill logic can iterate overActors instead of having to deal withPartyMemberComponentand/orEnemyin most cases - Enemies now have access to the helper methods
SelectTarget(), SelectTargets(int), SelectAllTargets(), SelectEnemy(), and SelectAllEnemies()for more precise targeting in their AI. All of these methods are overrideable - JSON Enemies should now properly target other enemies when using certain skills, such as
UBTCook - TierStatModifiers now have a
WithMaxTiermethod
Pre-release v0.8.0
- Added official modding support! Mods can either be created by direct file addition, JSON configuring, and full-fledged C# modding.
- Support for the old
custom/folder system has been removed. If you would like to load custom battlebacks and audio, you must create a simple "mod" in order to do so, which requires no coding and minimal JSON configuration.
- Support for the old
- An official modding Wiki is now available at https://github.com/EBro912/OmoriSandbox/wiki. Keep an eye out for changes here as it will be updated often throughout development.
- Added a button on the main menu to view loaded mods
- Actor button, skill, and item selections will now be remembered across turns, mirroring base game behavior
- The finger indicator will now move relative to the enemy's on-screen position rather than incrementing an internal index
- This resolves behavior where, depending on enemy spawn order, the finger would move unexpectedly when pressing a direction during target selection
- Changed the "Open Custom Folder" button on the main menu to "Open Mods Folder"
- The actor emotion preview can now display
hurt,toast, andvictoryin the editor- If the value is left as
hurtorvictory, the actor will start as neutral. However, an actor can now start astoast
- If the value is left as
- Removed Tony as an available actor. He is now available under the
ExampleJSONModin theexamples/directory of the project - Most public-facing code now has Intellisense documentation for C# developers
- Fixed the AudioManager not looping custom BGM
- Fixed battle log messages with long actor names overriding the bounds of the box
- Fixed a couple softlocks and crashes related to null values and typos in some boss logic
Pre-release v0.7.0
- Added all of the missing Taunt skills (Photograph, Counter, Can't Catch Me, Charm, Enchant, Captivate, and Mesmerize)
- Added in-battle dialogue to all previously and newly added bosses. Dialogue can be disabled on a per-preset basis in the preset editor
- Added the following bosses: The Earth, Fear of Heights, Mutantheart, Nefarious Chip, Perfectheart, Roboheart, Unbread Twins, Ye Old Sprout, Boss
- Added the following enemies: Bun Bunny, Creepypasta, Living Bread, Sesame, Slice, Sourdough
- All dropdowns in the editor are now sorted alphabetically
- The enemy dropdown still defaults to 'LostSproutMole' and the actor dropdown to 'Omori'
- All in-game menus now animate on close and open
- Skill descriptions now properly use the name of the actor they are attached to
- Certain skill descriptions that use gendered language such as Counter remain as her/his regardless of actor
- Moving the selection across enemies now properly plays the
SYS_movesound effect - Increased the speed at which Health/Juice bars deplete
- Removed many unnecessary and unused assets, freeing roughly 200MB worth of space
- Actors that have insufficient juice for their selected skill will now forfeit their turn instead of using a basic attack
- The Discord RPC Battling status will now periodically update the number of remaining enemies in its description
- Fixed actors being able to use follow-ups while Afraid or Stressed Out
- Fixed critical hits not doing the guaranteed 2 damage when the final damage is 0
- Fixed an issue that caused preset enemy layering to not save or load in certain cases
- Fixed damage numbers and enemies improperly despawning in certain cases
- Fixed Tickle causing a crash after use
- Fixed an issue that prevented vanilla BGM from looping correctly
- Fixed an issue in the battle log that caused messages with multiple lines to be split across other messages in certain cases
- Fixed a couple of scenarios that would cause a softlock
Pre-Release Hotfix v0.6.1
- Fixed Hero deciding his action before Kel
- Since the positions of these two slots were swapped, any presets made with positions 3 and 4 filled will need to be fixed
- Fixed Guard, Flex, and Plot Armor applying their effects regardless of attacking or defending
- Added additional logging whenever stat modifiers are added/removed to address any future issues
- Fixed Guard lasting forever
- Fixed using Guard and Flex multiple times in a row crashing the game
- Fixed Sno-Cone being unusable
- Fixed followups being able to be used during non-attack skills
- Multiple damage numbers on the same target no longer overlap each other and instead stack vertically
- Toast party members now use the correct emotion atlas (stressed out instead of neutral)
- Fixed battles becoming inoperable and console spam if Discord is not installed on the user's computer
- Mr. Jawsum now correctly loses juice if sad even when his Gator Guys take the hit
- The cursor finger now resets back to "Attack" when moving between actors
- The "cursor history" feature of the base game is still not supported. This will be added in a future update
- Fixed group heal items to correctly log individual healing instead of "Everyone recovered"
- Potentially fixed a rare edge case where Omori would randomly use a normal attack instead of the selected skill and crash the game (!?)
Pre-Release v0.6.0
- Added the Energy Bar dots animation
- Added a "Layer" property to the enemy editor to dictate the order in which enemies appear on the screen
- Added Mr. Jawsum, Gator Guy (Mr Jawsum variant), and Fear of Spiders
- Slightly adjusted the damage calculation function to be more accurate in certain cases, such as when handling sad emotions
- Added buttons that will appear on the screen at the end of the battle
- "Retry" will restart the last selected preset from the beginning
- "Return to Menu" will simply return to the title screen
- Added the 0 and 9999 damage caps
- Reverted the 0 damage text to say "... takes 0 damage!" instead of "...'s attack did nothing."
- 0 damage will now be displayed again as a damage number
- Added a basic Discord rich presence that will display on your Discord profile if Discord is running
- Completely refactored the stat modifier, ally target selection, and followup systems
- With this change, party sizes less than 4 should be fully functional
- Added Linux builds for Linux users
Pre-Release Hotfix v0.5.2
This release is another hotfix for v0.5.0 that addresses the following bugs:
- Fixed turn order being handled incorrectly depending on the order actors were spawned in the editor
- Fixed custom backgrounds not loading after a restart
- Fixed an error in the console caused by certain charms
- Fixed an issue on older systems where enemy position would not be parsed correctly
- Presets now require at least one actor in the party