Crystal Project is a non-linear JRPG where you are the maker of your own adventure. Explore the world while you find Crystals, unlock classes, learn abilities, and create a strategy capable of taking down the world's toughest bosses. Or just stick to exploring; it's up to you.
[h3]Bug fixes:[/h3]
[list][*]Fixed auto-jump bug where an auto-jump would incorrectly trigger while riding an NPC that walked off a ledge.
[*]When Items and/or Equipment have been randomized, fixed issue where missed steals were not being properly added to the Lost & Found. If a steal has already been missed on existing save data, the proper loot will now be automatically added to the Lost & Found when that save data is loaded.
[*]Fixed error when the game failed to retrieve supported resolutions from the graphics adapter. Fallback resolutions have been added.[/list]
[h3]New modding features:[/h3]
[list][*]Added new Stat Mod: MDmgCannotKill. Same as PDmgCannotKill except for magical damage.
[*]Added new Stat Mod: ExpBoost. Works like JPBoostAll except for EXP instead of LP.
[*]Added new Ability Mod: NoDualWield. Dual wield is disabled while using the ability.
[*]Added Action filter to Entity Grid in Crystal Edit.[/list]
[h3]New localization features:[/h3]
[list][*]Added Language field to localization mods. Localization mods can now have a proper description which is shown in-game.
[*]Added General.DESC_STATUS_DRAW_ORDER vocab to specify the order of status label string composition.
[*]When localizations are applied to mods, modded NPC text will no longer be overwritten for NPCs that have been considerably edited. Specifically, that is when the modded NPC has fewer pages or fewer actions on any one page than the localized NPC, or when any of the modded NPC action types does not match the type of the same action on the localized NPC.[/list]
[h3]Modding bug fixes:[/h3]
[list][*]Fixed bug where mods with vocab text changes didn't always apply those changes in-game unless the mods were tagged as localization mods.
[*]Fixed Crystal Edit bug in the Vocab Model where preview text for certain values wasn't always being shown properly.
[*]Fixed bug where class masters sometimes wouldn't provide hints during randomized runs when playing with modded classes.
[*]Abilities with AttributeDamageRate will now properly check those attributes when determining whether an item can be used in the menu.
[*]Fixed crash that could sometimes happen at the start of a turn.
[*]Fixed error trying to load a weapon with a texture that cannot be found.
[*]Improved Crystal Edit's generic error message box to now show Inner Exception info if it is present.[/list]