New modding features:
- Added new Stat Mod: RemoveStatusOnApply. Removes the specified status before the containing status is applied.
- Added new Ability Mod: CopyAllStatusCategoryToSelf. Works like CopyAllStatusToSelf but filters for a specific status category.
- The "Battle Disabled" ability property has been implemented and now properly disables the ability while in battle.
- The monster action message box now accepts multiline input.
New localization features:
- Added "Mod Text Replacements" tab to Vocab Model. This feature can be used to localize mods. Text in any mod which matches the "Original" column text will be replaced with the associated "Localized" column text.
- Added "Always New Line At Max Width" to Vocab Model Fonts tab. When enabled, new lines will always be inserted at a line's maximum width, even if there are no spaces nor other line breaks in the text.
Modding bug fixes:
- While selecting an ability in battle, the MP cost is now shown for abilities that normally don't have an MP cost but were given one via Flat AbilityMPCost.
- Fixed error opening Ability Grid when there exists a null job entry.
Bug fixes:
- 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.
New modding features:
- 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.
New localization features:
- 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.
Modding bug fixes:
- 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.
Introducing Auto Jump and Localization mods.
New features:
- Auto Jump has been added to the More Options menu. When enabled, Auto Jump will cause the player to automatically jump at the last possible moment when walking off cliffs or ledges.
- The keyboard can now be used to type in name and text entry fields.
Sample localization mods:
- The following sample localization mods are now available on the Steam Workshop:
- These sample localization mods are machine translations and should not be considered proper localizations.
- Localization mods are loaded in-game from the Options > Language menu and are not tied to save data.
Bug fixes:
- When Items have been randomized, Milk is now shown in the Spoiler Log if it blocks a progression item.
- When Items have been randomized, Thirsty Lad now provides their reward without requiring Milk if Milk has been randomized to a problematic location.
- Fixed reported location of boss minions when boss encounters have been randomized but normal encounters have not.
- When Enemy Abilities have been randomized, the archive entries for Puppet (On) and Hatchling will now be purchasable.
- When Enemy Abilities have been randomized, No Physical and No Magic will now properly target the party.
- When Enemy Abilities have been randomized, Insult will now be properly used.
- When Enemy Abilities have been randomized, Monster Magic that the AI will never be able to use will now be learned by default.
- Fixed jittery icons while scrolling the world map on an FPS setting higher than 60.
- Animations now properly mirror even when cells have been rotated.
New modding features:
- Upgraded Crystal Edit from .NET Framework 4.5.2 to .NET Framework 4.6.2.
- Added "Vocab Model". The Vocab Model can be used to edit or translate all in-game text and specify custom TrueType fonts.
- To select custom TrueType fonts, the project must have "Has Custom Content" enabled and fonts must be added to the "Fonts Path" directory.
- Added "Is Localization" checkbox to Project Model to classify a mod as a localization mod.
- Added new Item property: Auto Lost & Found. When checked, the item is automatically added to the Lost & Found when the party's stock has been fully depleted or sold.
- Added new Ability Mod: TriggerNpc. Specify NPC ID and radius.
- Added new Ability Mod: SpawnAndTriggerModdedNpc. Spawns an NPC if it is not already spawned, moves it to the player's position, and triggers it. Only works with modded NPCs.
- Added new Reaction types: OnHealingTaken, OnPAbilityUsed, OnMAbilityUsed.
- DamageRateVsStatus and HealingRateVsStatus Ability Mods are now compatible with multiple entries of the same Ability Mod.
- Added Attribute to Ability Mods: DamageRateCurrent_100, DamageRateMissing_100, DamageRateMax_100, DamageRateUserCurrent_100, DamageRateUserMissing_100, DamageRateUserMax_100
- Added Priority to ReplaceAttackWith Stat Mod.
- Added Job dropdown to NPC outfit tab. Only applies to dialogue when PC Lvl is also specified.
- Added new NPC Action Type: Comment. For taking notes.
- It is now possible to specify icons for abilities. Leave blank to keep default.
- It is now possible to specify that the randomized ability/class/passive should be used for the following NPC Action Types: Ability, UnlockAbility, LearnAbility, UnlockJob, UnlockPassive, and LearnPassive.
- It is now possible to activate multiple Crystals that share the same in-game coord.
- Added Open button to custom content paths in Project Model.
- Added Val field to choice entries in the ChoiceMessage NPC Action. The number entered for a choice will be set to the variable in Answer Var when the choice is selected. If empty, the default value will be used.
- Choice entries in the ChoiceMessage NPC Action can now be deleted and ordered more easily.
- Added Biome Grid, Recipe Grid, and Spark Grid.
- Text filter in Entity Grid now additionally searches NPC outfit names and action messages.
- Added new filters to Item Grid: Consumable, Combat, Sellable, and Auto Lost & Found.
- Added new filter to Troop Grid: Has Dead.
- Added References list to Recipe model tab and Spark model tab.
- References list is now more comprehensive when listing references to Jobs, Abilities, and Passives.
- References list now shows references to models from text variables.
- When adding a new status to an Ability's Target Statuses or User Statuses lists, the default Chance and Count are now 100 and 1.
- Renamed labels on the NPC page tab's PlayerProximity trigger panel to be more clear.
- Improved visibility of Portrait and Indicator overlays on the Monster Appearance panel.
- When an error occurs while attempting to apply mod data, a popup containing the error message is now shown to the player.
- When there is an error loading incompatible or missing mods, the specific mod causing the error is now shown on the error message popup.
- Improved loading speed of the installed mods list.
Modding bug fixes:
- While applying multiple mods, for each mod, only the Randomizer sections that have been edited will now be applied. Previously, if a mod had edited any Randomizer section, every section (even the unchanged sections) would all be applied according to that mod's priority. Note: This change is not retroactive; older mods must be opened and saved for this change to take effect.
- While applying multiple mods that contain Randomizer exclusions, exclusions from every mod will now be applied. Previously, only those from the mod with the highest priority were applied. Note: This change is retroactive and will work with existing mods.
- Model variables referenced in model description/flavor text fields will now have their IDs redirected properly while applying multiple mods that introduce new models of the same type.
- Fixed bug where dual-wielding while a basic attack override is active could cause issues when skipping turn or when using a command ability that is tagged as basic attack.
- Fixed bug where dual-wielding while a basic attack override is active could cause an incorrect damage preview calculation.
- Fixed error applying Buff with MaxBuffCount Stat Mod and applying Debuff with MaxDebuffCount Stat Mod.
- NPCs can now properly use abilities that are normally for use via the menu only.
- Entity Coord and Biome can no longer be edited on the Entity Grid.
- Entity Coord and Biome can now both be properly edited on the Entity model tab when the Entity is not a base game Entity.
- Stat Mod and Ability Mod type names will no longer be truncated.
- Fixed error opening Vocab Model when a base game Entity has had its Entity Type changed.
- Fixed issue opening a modded model after it has been reset.
- Removed false warnings that were being logged when opening/closing/editing entity models.
Bug fixes:
- Abilities which are neither physical nor magical (ie, cog icon) now properly show whether they are affected by Defense or Resistance in their descriptions.
- Auto Save no longer triggers after a boss is defeated but before the boss's reward/completion event is triggered.
New modding features:
- Added new Ability Mod: IgnoreReflect. Causes the ability to ignore the Reflect stat mod.
- Added new Ability Mod: RandomTarget. Causes the ability to always select a random target.
- Added new Ability Mod: ItemRequired. The selected item must be held in inventory for the ability to be enabled but the item is not consumed.
- Added new Ability Mod: HealingRateVsStatus. Works like existing DamageRateVsStatus except it affects healing instead of damage.
- The Flavor and Description fields in Crystal Edit now accept multiple lines.
Modding bug fixes:
- SetStatusAfterRemoval and SetStatusAfterExpiry will now have their animation IDs redirected properly while applying multiple mods that introduce new models of the same type.
- Crystal Edit's Dark theme is now properly applied to right-click/context menus.
- Fixed bug in Crystal Edit when adding Target/User Statuses where mousing over a status to open a sub-menu would cause the status to be added to the list.
Bug fixes:
- Fixed issue introduced in version 1.5.0 that caused default settings on Steam Deck LED to load terrain too slowly. Problematic settings will be automatically changed on next startup.
New modding features:
- Mods now apply a bit faster.
- Added optional Author field to metadata in Project Model Mod tab.
- Added new Stat Mod: SetStatusAfterRemoval. Works like existing SetStatusAfterExpiry except it triggers instead when the status is explicitly removed.
- Increased max number of lines in custom ability descriptions from 4 to 10.
- Improved in-game mod description display: lines are longer, more lines can be shown, and the last line will no longer trail off if the description is too long.
Modding bug fixes:
- OnStanceChange_GetAPFlat and OnStanceChange_GetHPRate no longer trigger for each non-stance status change on a stance change ability.
Bug fixes:
- Fixed weather flickering bug that was introduced in version 1.5.0.
- Fixed visual bug where a target's reaction could overlap with an applied status on the ability preview window.
- Fixed visual bug where hidden statuses could cause visible status icons to scroll needlessly in battle.
Modding bug fix:
- Fixed error that could occur when using negative weights for monster actions.
New modding features:
- Added "Always Enabled" option to StatusRequiredUser and StatusRestrictedUser Ability Mods. Allows the ability to be used even when the status condition is not met, but it will miss (ie, pre-1.5.0 behavior).
- Adjusted the error message that is shown when attempting to apply a mod that is incompatible with the current version of Crystal Project.
New features:
- Added support for high refresh rate displays. To enable, go to Menu > Options > Graphic Options > Frame Rate > Set to Display.
- Added "Play All Music" to Music Archive. When activated, all unlocked music tracks will be looped sequentially as a playlist.
- It is now possible to copy and paste randomizer options to and from the clipboard.
- SSAA Anti-Aliasing and Ultra Shadows have been restricted on Steam Deck. These settings cause terrain to load slowly but this isn't immediately noticeable which makes them seem unrelated to the problem. These settings can be re-enabled by opening the graphics.ini file and setting LimitGraphicOptions to False.
New modding features:
- Added Preview panel to Troop model tab in Crystal Edit.
- Added new Job properties: "Can Select Job" and "Can Select Sub Job". Default is enabled. Disabling prevents the job from being used as a Class and/or as a Sub-Command.
- Added new Ability Mod: AttributeDamageRate. Applies a percentage of the ability's damage to another attribute.
- Added new Ability Mods: AddToSpecificStatusCountTarget and AddToSpecificStatusCountUser. They function like the existing AddSpecificStatusCountTarget and AddSpecificStatusCountUser except that they do not apply a status if it hasn't already been applied.
- Added new Ability Mod: RandomStatusUser. Renamed existing RandomStatus to RandomStatusTarget.
- Added "Don't Change Loot" option to ChangeMonster Ability Mod. Enables changing a monster without affecting its drop & steal inventories.
- StatusRequiredUser and StatusRestrictedUser Ability Mods are now evaluated for ability usage instead of just for hit chance.
- Using a negative quantity for the ConsumeItem Ability Mod is now properly supported.
- Added Condition filter to Entity Grid in Crystal Edit.
Bug fixes:
- Fixed bug where if a dual wielded ability consumed the last available Scroll, then the attack would only swing once.
- Fixed bug where sometimes windows could overlap when attempting to begin a class change.
- Fixed bug where the Auto Save notification could linger over menus or dialogue.
- When progression items are randomized, if any books are moved into the library, then the Librarian will no longer consider those books missing after attempting to enter.
Modding bug fixes:
- Fixed bug where the Crystal Edit window could be larger than the desktop on startup.
- The IsAbilityUnlocked NPC condition will now have its ability ID redirected properly while applying multiple mods that introduce new models of the same type.
- The UnlockJob, UnlockPassive, and LearnPassive NPC Action Types will now have their IDs redirected properly while applying multiple mods that introduce new models of the same type.
- AddSpecificStatusCountTarget Ability Mod now properly applies a status if the target didn't already have it applied.
- Removed unused attribute types from dropdown lists in Crystal Edit.
- Fixed bug where monsters would display an ability's custom message for every unrelated reaction after the ability was used.
- Fixed issue where an ability usage animation's texture might not be displayed correctly the first time it is shown on screen.
- Fixed error when showing an animation that has cells but doesn't have a texture.
- Fixed menu portrait display for custom member textures with non-standard sizes.
- Fixed error that could occur when previewing an ability that adds a status that has an immunity to itself.
- Fixed error that would eventually occur after banishing all party members while outside of battle.
New features:
- Added new advanced graphic option: Performance Mode. Enable to have certain graphic settings reduced while at specific locations to help improve performance (eg, polygon count, particle count, draw distance, shadow quality).
- The following message will now be shown when launching Crystal Project for the first time on Steam Deck: For a smooth gameplay experience, please ensure that the Steam Deck is configured to run at no higher than 60 FPS while playing Crystal Project.
- General performance improvements to enhance the user's experience.
Bug fixes:
- Fixed various music looping/popping issues on non-windows platforms.
- Fixed issue where chunks of terrain would sometimes render with missing geometry.
- Fixed visual bug where sometimes the world wasn't yet fully loaded upon entering a new game.
- Fixed slight visual fade-in/fade-out bug when transitioning to narration sequences after teleporting.
- Fixed bug where the latest written save slot would sometimes not be properly highlighted after selecting Continue.
- Fixed bug where the autosave timer would reset after teleporting.
- Fixed bug where Graphic Options Quality would sometimes not show the correct quality preset.
- Fixed bug where the left/right keys/buttons could open Advanced Graphic Options.
New modding feature:
- Added new Item property: Is Combat. Causes items that would normally be categorized as Key Items to be categorized as Consumables instead (eg, Scrolls).
Modding bug fixes:
- When an error occurs while attempting to load save data, a popup containing the error message is now shown to the player.
- Fixed bug where member Auto Ability was not being properly cleared when exiting to title. This would sometimes cause modded playthroughs to crash when attempting to exit to title.
- Fixed crash that could sometimes occur when playing with mods that have modded status animations.
- The Inherent Status Biome property will now have its status ID redirected properly while applying multiple mods that introduce new models of the same type.
- The Flat_AbilityMPCost Stat Mod will now have its ability ID redirected properly while applying multiple mods that introduce new models of the same type.
New modding feature:
- Added "Golden Quintar Jump 3" option to Project Model > General > Field Config. Increases the jump height of the Golden Quintar from 2 blocks high to 3 blocks high.
Bug fix:
- Fixed issue where Draw Distance couldn't be modified except for via the Quality preset.
New feature:
- Graphic Options have been simplified. Most options have been moved into the new Advanced Graphic Options submenu. The new Quality option can be used to automatically adjust Advanced Graphic Options to common useful presets.
Bug fixes:
- Fixed issue where game objects could get improperly mixed up when applying multiple mods that introduce new models of the same type (would most commonly occur with new Monsters). This fix will not retroactively modify existing save data for mods that have already been applied.
- Fixed possible crash when interacting with a Crystal that didn't have a Crystal Name set on its corresponding class.
- Fixed IsPlayerGender NPC Condition to properly display gender list instead of item list.
- If Audio Engine has been set to NAudio and the game fails to start up because of it, it will now attempt to use the default Audio Engine instead of shutting down.
- Fixed delay when first selecting New Game or Continue when many mods are available.
New modding features:
- Added new NPC Action Types: UnlockJob, UnlockPassive, LearnAbility, and LearnPassive.
- Added new Passive property: Default Locked. Use with UnlockPassive to have passives unlocked via NPCs.
- Added new Ability Mod: AddSpecificStatusCountUser. Renamed existing AddSpecificStatusCount to AddSpecificStatusCountTarget.
- Added new Ability Mods: StatusRestrictedTarget and StatusRestrictedUser. These ability mods function like existing StatusRequiredTarget and StatusRequiredUser except that their conditions pass instead when the selected status is not currently applied.
New features:
- Added new option: Shared Input. Can be used to limit input to a single device.
- The save deletion and overwrite confirmation window now only needs to be held for 3 seconds and the window text is more clear about which button/key needs to be held.
- Slight performance improvement when loading new regions during exploration.
New modding features:
- It is now possible to add custom sprites. To add custom sprites, enable the "Has Custom Content" checkbox in the Project Model Mod tab. When image files are added to the listed folders, press the "Refresh Custom Content" button for the new images to be recognized by Crystal Edit. Only .png format is supported.
- It is now possible to add/edit Animations.
- Added new status property: Priority. Of all current applied statuses, only those with the highest Priority will be visually represented on the character's sprite.
- The player's current coord can now be optionally shown in-game on the map screen to help with placement of new/edited entities. To enable this feature, navigate to the following folder:
[System]
ShowCurrentCoordinate=True
If the system.ini file already exists, append the following to the end of it:
ShowCurrentCoordinate=True
- Added Member Defaults section to the Project Model General tab.
- Converted DoublecastMPCostFlat to Flat_AbilityMPCost. Allows for adjusting the flat MP cost of any ability.
- Added Troop Grid.
Bug fixes:
- Fixed issue where certain monster formations could become inaccessible during a randomized playthrough. Existing playthroughs will be fixed.
- Fixed error on Controls screen that could occur when certain input types were mapped.
- Fixed error when processing an ability with RandomStatus that didn't contain any Target Statuses.
New modding feature:
- Added new status flag: Prevent Removal. Makes the status immune to abilities that would explicitly remove it.
Bug fixes:
- Fixed issue processing/rendering terrain on Steam Deck when set to 30 FPS or lower.
- During randomized or modded playthroughs, if a boss uses a transformation ability (eg, Metamorphosis) then the boss's drops and steals will be preserved.
- When the Skip Minigames Assist Option is On, the Salmon Sprint will no longer indicate the automatic placement when choosing to not skip the race.
New modding feature:
- Implemented AddCooldownCountUser and ResetCooldownsUser. Renamed existing AddCooldownCount to AddCooldownCountTarget and ResetCooldowns to ResetCooldownsTarget.
Bug fixes:
- Fixed bug where comparing equipment as a Mimic would incorrectly remove the Sub-Command bonus from calculation.
- Fixed bug where travelling to The New World early in a randomized playthrough could result in quest flags being set incorrectly. Existing playthroughs will be fixed.
- Negative base stat values will no longer result in unexpected stat changes.
- Fixed an error resolving enemy AI while Random Enemy Abilities is enabled.
- Fixed Member/Member_2_MB walking animation hair color.
- Removed unused Icon property from Ability model tab.
- Removed unused options from the Damages property on Ability model tab.
New modding feature:
- Converted CooldownsMinus1 to Addi_Cooldowns. Allows for setting specific cooldown penalty/bonus values. Multiple sources now properly stack.
Bug fixes:
- Setting Home Point is now consistently unrestricted during minigames.
- Fixed bug where the default 6 classes could be incorrectly unlocked when starting a randomized modded new game.
- Fields in Crystal Edit's Project Model no longer need to be unfocused to have changes to their values saved.
Bug fixes:
- Fixed issue where enemies would sometimes not use certain abilities while the No Telegraphs challenge option was enabled.
- Fixed errors that could occur during a playthrough when a mod update for an active mod deleted previously existing objects.
- Fixed error that could occur when using an ability with Multihit while Dual Wield was active.
- Fixed bug where a class with all zero LP abilities would be automatically unlocked when the Learn All Job Zero JP Abilities mod option was enabled.
- NPC conditions that evaluate classes will now have their job IDs redirected properly while applying multiple mods that introduce new models of the same type.
- Fixed issue in Crystal Edit that could occur when deleting a node in the navigation tree and then subsequently deleting one of its children.
New modding features:
- Crystal Edit is now included with the Linux and macOS versions of Crystal Project (however it is still a Windows .NET application and will require a VM or compatibility layer to run).
- Added new Ability Mod: ResetSubJob. Reverts Sub-Command back to battle start's.
- Added new Ability Mod: GetExp. Provides or removes EXP.
- Added new Ability Mod: GetJxp. Provides or removes LXP.
- Added new Ability Mod: GetLevel. Provides or removes levels.
- Added new Ability Mod: GetJp. Provides or removes LP.
- Added new Reaction type: OnSkipTurn. Triggers an ability when manually skipping turn.
- Added new Condition type: IsPatchModeActive. Evaluates current Game Mode selection.
- Added "Learn All Job Zero JP Abilities" option to Project Model > General > Battle Config. Normally a class's default abilities are not learned until the class is unlocked. This option will cause all default abilities to be learned regardless.
- StatusRequiredTarget Ability Mod can now be added multiple times to the same ability.
- StatusRequiredUser Ability Mod can now be added multiple times to the same ability.
Bug fixes:
- Fixed bug where modded entities were not being applied with proper respect to the containing mod's priority while applying multiple mods that modify the same entities.
- Randomizer settings lists will now have their IDs redirected properly while applying multiple mods that introduce new models of the same type.
- The RestrictCommandTo Stat Mod will now have its job ID redirected properly while applying multiple mods that introduce new models of the same type.
- Text with embedded model ID references will now have its IDs redirected properly while applying multiple mods that introduce new models of the same type.
- Fixed error when attempting to draw text containing unsupported characters (unsupported characters will still not render, but the game will no longer crash).
- Fixed error that could occur when exiting to title while mods are active.
- Improved error handling when mods fail to apply.
- Crystal Edit now shows a proper error message when attempting to publish someone else's mod while it is still linked to their workshop item.
Workshop support has been added to Crystal Project! Create and discover custom mods for Crystal Project to breathe new life into your adventures.
How to install mods:
Mods can be subscribed to on the Crystal Project Steam Workshop. Mods can also be added manually to the following directory on disk:
- Windows: %USERPROFILE%/Saved Games/Crystal Project/Mods/
- Linux/Steam Deck: ~/.local/share/Crystal Project/Mods/
- Mac OS: ~/Library/Application Support/Crystal Project/Mods/
How to activate mods:
Mods must be explicitly enabled in-game to take effect. Mods can be enabled either on New Game or when loading existing save data. Open the mod selection menu from New Game or Continue using the "Mods" button/key shown at the bottom of the screen. Enabled mods are tied to save data and are automatically enabled/disabled when save data is loaded.
How to create mods:
The mod tool, Crystal Edit.exe, can be found in Crystal Project's installation directory in the Crystal Edit folder. It can be used to re-balance, edit game logic, add new classes, crystals, abilities, and more. However, it cannot be used to edit terrain or change textures/graphics.
The following are some guidelines for using Crystal Edit:
- Models can be opened either through the navigation tree (left panel) or through their respective grids from the toolbar or menu (top panel), however Entities aren't shown in the navigation tree and can only be opened through the Entity Grid.
- Minor changes can be made to terrain by creating new NPCs and tagging them as voxels (using the "Is Voxel?" checkbox), a special type of NPC that appears in-game as regular terrain.
- Entries can be added to many lists (eg, Statuses, Ability Mods, etc.) by using the list box's right-click context menu.
- Entries are usually removed from lists by using the Delete key, but in some cases the right-click context menu needs to be used.
- Entries can sometimes be manually re-ordered in lists by holding alt and pressing the up or down key.
- All model grids have an "Is Edited" filter at the top. This is used to find which models have been changed by the current opened mod.
- Edited models can be reset to their original state by using the Reset button at the top of the model's tab.
- The Project Model (opened via the toolbar or menu) includes general info and settings for the current mod.
- The mod's ID is used to uniquely identify a mod and tie it to save data. Crystal Project will only recognize the latest mod of any mods that share the same ID, so if you copy a project to use as a base for a new mod, make sure to change the ID. Similarly, make sure not to change a mod's ID once it been shared.
- When you are ready to share a mod, use the Publish To Workshop feature in the toolbar or menu. To update a mod, use the same Publish To Workshop feature again.
New randomizer option:
- Random Enemy Difficulty: Randomizes the difficulty of each individual enemy.
Bug fixes:
- The Lost & Found will now stock Quintar-related consumables after they have been used up.
- While items are randomized, if an item can be found in multiple locations, the Spoiler Log will now do a better job of picking the location that comes earliest in the game.
- Challenge Options can now be properly cleared using the Clear button/key.
New feature:
- Journal: A new section of the Archive which chronologically lists significant milestones as they are achieved. Could be useful to help with getting back into an adventure after taking a long break.
Other:
- Minor flavor-related text adjustments.
New feature:
- Achievements already unlocked in a save file are now registered in Steam after loading the save file.
Bug fixes:
- Sub-Command can no longer be un-set while not at a Home Point or Crystal.
- Sub-Command can now be set to a Class that has not yet learned any abilities.
- The Eastern Chasm boss will no longer run into the nearby spikes.
- NPCs now dictate the correct button prompts when the controller layout is set to Sony or Nintendo.
New feature:
Added a new randomization option for Class Abilities:
- Free: Abilities will be completely randomized and ability weapon restrictions will be removed.
Bug fixes:
- Fixed bug where Auto Ability would sometimes not work during a randomized playthrough.
- Fixed bug where current HP/MP/AP values would sometimes be modified when previewing dual wielded attacks.
New assist option:
- Healing Home Point: Enables free, automatic full recovery for the party when interacting with a Home Point.
New features:
- Added a special confirmation dialog when attempting to overwrite save data which has more play time than the current loaded data.
- When viewing stats, elemental modifications are now sorted by the magnitude of the effect instead of by the element.
- Changed wording of "Couldn't steal!" to "Failed to steal!"
- Invisigel now applies a visual semi-transparency.
Bug fixes:
- Wizard icon in the in-game achievements list now has the new hat.
- Fixed a small section of the ocean that was not being accurately represented on the world map.
New features:
- Male Wizard now wears the same hat as Female Wizard.
Bug fixes:
- Play Time is no longer counted while the system is in sleep mode. This is to accommodate pausing the game by putting the Steam Deck into sleep mode while the game is running.
- Fixed the Archive's reported location of randomized monsters.
- Fixed the Spoiler Log's reported location of randomized drops.
- When items are randomized, the Luxury Equipment Shop will now properly provide rewards even if the Luxury Pass and/or Luxury Pass V2 has already been acquired.
Bug fixes:
- Fixed an error that could occur at the start of the final battle.
New features:
- Can now set Audio Engine and NAudio Latency in the More Options menu instead of needing to create a system.ini file. These options are only needed if you experience audio problems.
- The Controls menu now has a configuration for mapping a key/button to Map.
- When monsters and/or bosses are randomized, the monster location in the Archive menu now shows a location which the monster has been randomized to.
Bug fixes:
- Assassin's Harm Power and Harm Magic abilities have had the arrow removed from their animations since they no longer require a bow. In Vanilla mode, the animations remain unchanged.
- Chaos Mode Salmon Eater's Crazed status is now applied properly.
- Chaos Mode Hermetic's "damage taken while charging ability CT" is now applied properly.
- Chaos Mode Rexosaur's "damage taken while charging ability CT" is now applied properly.
Balance changes:
- Fencer's Checkmate ability now provides a luck bonus while used. Only applies to the player's version of Checkmate.
Discipline Hollow:
Visit Discipline Hollow to re-challenge bosses or to enter the Discipline Hollow battle gauntlet. Will you be able to clear the land's most gruelling challenge?
Reawakening:
After clearing the game, pay a visit to the very first Nan to optionally begin your adventure anew by starting a New Game Plus. You may choose from the following Reawakening Options when doing so:
- Keep Crystals: Carry over discovered Crystals to the new adventure and unlock their associated Classes.
- Keep Levels: Carry over accumulated EXP and levels to the new adventure.
- Keep Learned Abilities: Carry over unlocked Class abilities and accumulated LXP to the new adventure.
- Keep Gold: Carry over accumulated Gold to the new adventure.
- Keep Equipment: Carry over acquired equipment to the new adventure. Note: Equipment that is normally limited in capacity will remain limited.
- Limitless Equipment: Enables acquiring multiple copies of equipment that is normally limited in capacity. Note: This is an Assist Option.
- Keep Consumables: Carry over acquired Consumables to the new adventure.
- Keep Instruments: Carry over acquired musical instruments to the new adventure.
- Keep Teleport Stones: Carry over acquired teleportation stones to the new adventure.
- Keep Pouches: Carry over acquired pouches to the new adventure.
- Keep Maps: Carry over acquired maps to the new adventure. Does not include revealed map data.
- Keep Revealed Areas: Carry over revealed map data to the new adventure. Maps will need to be re-acquired before revealed map data will be viewable.
- Keep Hatchery: Carry over Quintar and Quintar Eggs currently in the Quintar Hatchery to the new adventure's Quintar Hatchery.
- Keep Archive: Carry over unlocked Archive entries to the new adventure.
Challenges:
Spice up your playthrough with extra challenges. Challenge Options can be enabled at the start of a New Game by pressing the Menu key/button during party setup, or when starting a New Game Plus. The following Challenge Options are available:
- Vanilla Mode: Reverts all balance-related gameplay adjustments from patches back to the initial version of Crystal Project.
- Chaos Mode: The land of Sequoia is unfair. Victory is impossible, but how far can you get?
- Member Limit: Decreases the number of party members.
- Max Level Limit: Decreases the maximum level.
- No Assist Options: Disables Assist Options.
- No Telegraphs: Disables previewing enemy intent.
- No Class Change: Disables changing Classes.
- No Sub-Command: Disables setting Sub-Commands.
- Hardcore: Defeat means the end of adventure.
- EXP Rate: Decreases the amount of EXP earned after battle. The exact percentage is configurable.
- LXP Rate: Decreases the amount of LXP earned after battle. The exact percentage is configurable.
- Gold Rate: Decreases the amount of Gold earned after battle. The exact percentage is configurable.
Randomizer:
Shake up your playthrough with the randomizer. Randomizer Options can be enabled at the start of a New Game by pressing the Menu key/button during party setup, or when starting a New Game Plus. The following Randomizer Options are available:
- Random Crystals: Randomizes Crystal locations and the initial six Classes.
- Random Monsters: Randomizes non-boss Flame encounters.
- Random Bosses: Randomizes boss encounters.
- Random Items: Randomizes item locations.
- Include Basic Items: Includes basic/recovery items (eg, Potions, Ethers, Scrolls) in randomized item locations.
- Include Quest Items: Includes quest-related items (eg, Black Squirrels, Dog Bones, Lost Penguins) in randomized item locations.
- Include Progression: Includes Tools and progression-related Key Items in randomized item locations.
- Random Equipment: Randomizes equipment locations.
- Random Class Abilities: Randomizes which abilities can be learned by which Classes except for Monster Magic and Summon Magic.
- Include Monster Magic: Includes Monster Magic in randomized Class abilities.
- Include Summon Magic: Includes Summon Magic in randomized Class abilities.
- Random Enemy Abilities: Randomizes which abilities can be used by which enemies.
- Random Passives: Randomizes which passive abilities can be learned by which Classes.
- Random Innate Passives: Randomizes which innate passive abilities are attached to which Classes.
- Random Warp Points: Randomizes the spawn point and teleport locations.
- Random Music: Randomizes music.
- Progression Gate: Castle Sequoia cannot be accessed until all Crystals have been discovered. The location of the New World Stone will not be randomized.
- Get Home Point Stone: Begins the adventure with a Home Point Stone already in your inventory.
- Get Treasure Finder: Begins the adventure with the Treasure Finder already in your inventory.
- Get All Maps: Begins the adventure with all maps already in your inventory.
- Spoiler Log: Enables access to the Spoiler Log to see where Tools and progression-related Key Items have been randomized to.
- Seed: Choose the randomizer seed. Using the same seed will result in the same random output.
New features:
- You can now choose an ability to be used automatically for a party member's first turn of battle. Access this feature using the Ability menu.
- You can now view Scholar abilities in the skill tree if they have been learned by another party member.
- You can now skip the credits after clearing the game at least once.
Bug fixes:
- Auto save can no longer trigger during dialogue or cinematics.
- Multiple sources of the same physical element no longer stack multiple times with equipment that grants increased elemental damage dealt.
- Highland Blade's Lightning Rod effect no longer lasts forever.
- The Lost & Found will no longer list items that are already owned at max capacity. This prevents having stock in the Lost & Found that is impossible to purchase.
- The Boost EXP Assist Option now properly works for bosses.
- Setting a Template will no longer cause HP or MP loss.
- Setting a Template that makes use of equipment-enabling effects will now work properly.
- Clarified the text description of the Confirm Home Point option.
- Clarified the text descriptions of stats/mods that affect HP damage per turn and HP healing per turn.
- Steal chance is no longer misaligned in the ability preview window when using Mug while applying a status or triggering an elemental weakness/resistance.
- Fixed issue where sometimes a controller would stop working.
- Fixed issue where sometimes the game would crash with a NoAudioHardwareException.
Balance changes:
Cleric:
- Star Flare: MP cost reduced from 60 to 56. CT decreased from 52 to 42.
- Resist Break: Never misses.
- Magic Break: Never misses.
- Can now equip Swords.
- Ken: Asura: Never misses.
- Ken: Heavenslash: Never misses.
- Ken: Omnislice: Never misses.
- New ability: Rigid Stance.
- Mnd reduced from +50% to +30 and +20%.
- Targets are unable to counter.
- Targets are unable to counter.
- Targets are unable to counter.
- Targets are unable to counter.
- Attack increased from 360 to 372.
- Mnd increased from 35% to 40%.
- Spi penalty increased from -35% to -40%.
- MP penalty changed from -10 to -10%.
- TT at battle start decreased from -10 to -20.
- Mind per turn increased from 5 to 6.
- Max Mind increased from 30 to 36.
- Now has immunity to Earth elemental abilities.
- Now has immunity to Earth elemental abilities.
- Now properly uses Spit Fire.
- Now properly uses Division Cut.
I'm finally ready to release a beta of the next Crystal Project update. The update can be downloaded by opting into the Crystal Project beta (right-click Crystal Project in your Steam library, choose Properties, then Betas, and select "beta - For testing the latest build before it goes live" from the dropdown menu). First of all, I just want to say that you guys are one of the best things that has happened to me. It has been amazing seeing all the ways that everyone has played through Crystal Project. I made the game I wanted to play, but of course when you make something, you can't ever truly experience it with fresh eyes. Hearing about everyone's adventures and about the emotions that come from experiencing the good, bad, and challenging, more than makes up for not being able to have those experiences myself. I didn't think there were many other people that wanted to play an RPG like this, so not only am I overjoyed that people are having fun with the game I made, but it also gives me a lot of hope that more RPGs like this might be made in the future. I never planned on making a NG+, let alone a randomizer, and that's not because I didn't think they were good features - I just didn't anticipate that anyone would be invested enough to want them! So, I tried my best to fit these things into Crystal Project in the best way that I could. I would normally want to release an update like this without a beta phase, but every time I tested it, I found bugs which needed to be fixed, which lead to another round of testing, and so on. Not to say that it's totally broken or anything, but I would highly recommend not overwriting any saves from the previous version yet just in case. And please let me know if you find any bugs; I would appreciate that a lot! Lastly, as a heads up, there's one new feature that's extremely experimental. It is currently marked in-game as "Beta". I have been going back and forth about what I wanted to create with it, whether that's a dedicated mode specifically for a NG+ playthrough, or something that's extremely hard either way, or something else entirely. As it stands right now, I don't think it's much fun, so I anticipate changing this before the patch's official release. Aside from that, everything else should be final. Here are the patch notes:
Update: Version 1.3.0
Discipline Hollow:
Visit Discipline Hollow to re-challenge bosses that have been defeated or to enter the Discipline Hollow battle gauntlet.
Reawakening:
After clearing the game, pay a visit to the very first Nan to optionally begin your adventure anew by starting a New Game Plus.
Challenge Options:
Spice up your playthrough with challenges. Challenge Options can be enabled at the start of a regular New Game or when starting a New Game Plus.
Randomizer:
Shake up your playthrough with the randomizer. The randomizer can be enabled at the start of a regular New Game or when starting a New Game Plus.
New features:
- You can now choose an ability to be used automatically for a party member's first turn of battle. Access this feature using the Ability menu.
- You can now view Scholar abilities in the skill tree if they have been learned by another party member.
- You can now skip the credits after clearing the game at least once.
Bug fixes:
- Auto save can no longer trigger during dialogue or cinematics.
- Multiple sources of the same physical element no longer stack multiple times with equipment that grants increased elemental damage dealt.
- Highland Blade's Lightning Rod effect no longer lasts forever.
- The Lost & Found will no longer list items that are already owned at max capacity. This prevents having stock in the Lost & Found that is impossible to purchase.
- The Boost EXP Assist Option now properly works for bosses.
- Setting a Template will no longer cause HP or MP loss.
- Setting a Template that makes use of equipment-enabling effects will now work properly.
- Clarified the text description of the Confirm Home Point option.
- Steal chance is no longer misaligned in the ability preview window when using Mug while applying a status or triggering an elemental weakness/resistance.
- Fixed issue where sometimes a controller would stop working.
- Fixed issue where sometimes the game would crash with a NoAudioHardwareException.
Balance changes:
Cleric:
- Star Flare: MP cost reduced from 60 to 56. CT decreased from 52 to 42.
- Resist Break: Never misses.
- Magic Break: Never misses.
- Ken: Asura: Never misses.
- Ken: Heavenslash: Never misses.
- Ken: Omnislice: Never misses.
- New ability: Rigid Stance.
- Mnd reduced from +50% to +30 and +20%.
- Targets are unable to counter.
- Targets are unable to counter.
- Targets are unable to counter.
- Targets are unable to counter.
- Mnd increased from 35% to 40%.
- Spi penalty increased from -35% to -40%.
- MP penalty changed from -10 to -10%.
- TT at battle start decreased from -10 to -20.
- Now has immunity to Earth elemental abilities.
- Now has immunity to Earth elemental abilities.
- Now properly uses Spit Fire.
- Now properly uses Division Cut.
Bug fix:
- Fixed bug introduced in version 1.2.2 which prevented EXP gain when loading a save from the previous version without using the new assist option.
New features:
New assist options has been added. Assist options can make certain aspects of Crystal Project easier or less time consuming. I encourage you to give the game a try before enabling any of these options, but if something is not for you, that's OK. Please feel free to make adjustments. Assist options can be accessed in game via the main menu under Options > More Options > Assist Options and they are tied to save data. Once an option is turned on, it cannot be turned back off.
- Max Level Up: Increases the party's maximum level, enabling further grinding to reduce difficulty. The maximum level is configurable.
- Easier Non-Bosses: Decreases the difficulty of non-boss enemies down to one difficulty below the current active difficulty. Bosses are unaffected.
Bug fix:
- Fixed bug introduced in version 1.2.0 which caused Reverse Polarity to sometimes remain on a target after being damaged or healed.
New features:
- Crystal Project now runs as a 64 bit application.
- The Auto Top Up consumable option can now be favorited and used from within the favorites menu.
- Added a new stat, Crit Resist: reduces the damage taken from critical hits equal to a % of the difference between a non-critical hit and a critical hit. A description has been added to the House of The Know-It-All Ducks.
- Bosses used to be exempt from LXP reward scaling based on the party's average level. Now, bosses instead always reward at least their full amount of LXP, but the amount can scale up when defeating higher level bosses.
- Can now view enemy passive details in the Monsters Archive.
Bug fixes:
- Unreactable will now properly apply to monsters that react by using Escape.
- Counters will now only trigger on HP damage (would previously trigger on MP and AP damage, too).
- Status effects which last for "damage taken" will no longer decrement unless taking more than zero HP damage.
- Status effects which last for "physical hits taken" will no longer decrement unless taking more than zero damage (can still be HP, MP, or AP damage).
- Status effects which last for "magical hits taken" will no longer decrement unless taking more than zero damage (can still be HP, MP, or AP damage).
- Elemental penalties and bonuses are no longer applied twice when a physical ability and the currently equipped weapon both share the same element.
- Fixed showing the incorrect minimap when jumping from a certain late game region.
- Removed "permanent" wording from status applications which don't expire.
- Fixed wording for some mods that said "apply debuff" but should have said "inflict debuff".
- Enemy details during battle now does a better job of fitting the content when there are many passive mods on one enemy.
- Menu position will now be remembered when using the Archive Registrar.
Balance changes:
- This patch contains a large number of balance changes. For those that aren't happy with these changes, an option to play using the original vanilla balance will be available soon.
- Warning: The following balance change patch notes contain untagged spoilers for enemy names, location names, class names, ability names, and equipment names.
Monsters & Regions:
Enemy Abilities:
- Earthquake: Scaling damage decreased from 330 per 100 Mind to 315 per 100 Mind.
- Earthquake: New animation. (Applies to latest and vanilla.)
- Scavenger: Copper reward increased from 30 to 50.
- Fiendish Quintar (blue): LXP reward increased from 26 to 36.
- Brutish Quintar (red): LXP reward increased from 26 to 46.
- Jail Breaker: Uses Sever only once. (Easy difficulty only.)
- Cultist: Will now appear as a Red Flame for longer.
- Shelldin: Copper reward increased from 150 to 200.
- Salmon Eater: Copper reward increased from 180 to 240.
- Cactooer: Aggro distance decreased from 4 to 3.
- Cactooer: LXP reward increased from 32 to 52.
- Cactooer: Silver reward increased from 4 to 6.
- Fiendish Quintar (yellow): LXP reward increased from 38 to 48.
- Brutish Quintar (yellow): LXP reward increased from 38 to 58.
- Added troop formations with fewer monsters. (Easy and Normal difficulties only.)
- It's now harder to accidentally reach Sara Sara Bazaar directly from the start of the game.
- Sand Blaster: Silver reward increased from 8 to 10.
- Trusty Quintar (blue): LXP reward increased from 40 to 60.
- Trusty Quintar (red): LXP reward increased from 40 to 60.
- Woke Quintar (teal): LXP reward increased from 42 to 72.
- Koh-Mouri: LXP reward increased from 36 to 57.
- Added troop formations with fewer monsters. (Easy and Normal difficulties only.)
- Woke Quintar (red): LXP reward increased from 38 to 68.
- Tomb Guard: Uses Blood Spiller less often. (Easy and Normal difficulties only.)
- Tomb Guard: Dexterity decreased from 180 to 150.
- Tomb Guard: EXP reward increased from 1000 to 1400.
- Tomb Guard: LXP reward increased from 38 to 78.
- Tomb Invader: Uses Earthquake instead of Dark Overture.
- Tomb Invader: Uses Earthquake less often than it used to use Dark Overture. (Easy and Normal difficulties only.)
- Tomb Invader: EXP reward increased from 1050 to 1550.
- Tomb Invader: LXP reward increased from 38 to 79.
- Polar Claw: No longer uses Devour. (Easy difficulty only.)
- Perennial: Uses Marrow Slurp only once. (Easy and Normal difficulties only.)
- Creeper: Uses Plague Spreader only once. (Easy and Normal difficulties only.)
- Creeper: Dexterity decreased from 170 to 150.
- Meat Eater: Uses all abilities besides Attack less often. (Easy and Normal difficulties only.)
- Meat Eater: Dexterity decreased from 170 to 160.
- Meat Eater: LXP reward increased from 38 to 58.
- Mantis Crawler: Uses Marrow Slurp less often. (Easy and Normal difficulties only.)
- Greenjacket: LXP reward increased from 17 to 55.
- Greenjacket: Silver reward decreased from 70 to 55.
- Mettapodd: LXP reward increased from 38 to 100.
- Hatchling: Only uses Hemoplague once. (Easy and Normal difficulties only.)
- Hatchling: Now takes 35% more Wind damage.
- Hatchling: LXP reward increased from 38 to 100.
- Uniranha: LXP reward increased from 17 to 47.
- Fire Bug: LXP reward increased from 38 to 100.
- Impaler: LXP reward increased from 22 to 52.
- Root Muncher: LXP reward increased from 24 to 47.
- Wing Worm: LXP reward increased from 40 to 94.
- Rotten Root: Uses Earthquake instead of Dark Overture.
- Shrieker: LXP reward increased from 24 to 80.
- Watchman: Now takes 25% more Wind damage.
- Ice Muncher: Uses Icy Chill less often. (Easy and Normal difficulties only.)
- Flameling: Uses Cauterizer less often. (Easy difficulty only.)
- Flameling: Now takes 20% more Ice and Water damage.
- Tomb Gaze: Now takes 25% more Wind damage.
Classes:
Warrior:
- Paragon Crush: Now generates +50% Threat.
- Battle Crush: Now generates -50% Threat.
- Grudge: AP Bonus increased from 2 to 6.
- Now has innate +25% Crit Resist.
- Focus Energy: AP recovery changed from 2 + 2 per 100 Strength to 3 + 3 per 100 Spirit.
- Star Flare: Damage scaling increased from 500 per 100 Spirit to 600 per 100 Spirit. (Does not apply to enemies that use Star Flare.)
- Inner Warmth: Now provides MP when healing MP and AP when healing AP. Description updated to be more explicit about the effect.
- Inner Warmth: PP cost decreased from 2 to 1.
- Equip Staff: PP cost decreased from 2 to 1.
- Doublecast: MP cost increased from 16 to 24.
- Chaincaster: Doublecast MP cost decreased from -8 to -16.
- Refresher: PP cost decreased from 5 to 4.
- Eagle Stance: Now deals 25% less non crit damage and 25% more crit damage. (Applies to latest and vanilla because it is more of a bug fix.)
- Mist Core: Now provides 25% magic damage reduction instead of magic evasion.
- Resist Break: MP cost decreased from 14 to 12.
- Magic Break: MP cost decreased from 14 to 12.
- Armor Boost: Is now self-only. Duration increased from 1 to 2.
- Resist Boost: Is now self-only. Duration increased from 1 to 2.
- Power Wall: Is now other-only. MP cost increased from 6 to 8.
- Magic Wall: Is now other-only. MP cost increased from 6 to 8.
- Reprisal Aura: Is now multi-target.
- Reprisal Aura: New animation. (Applies to latest and vanilla.)
- Entrench: Now costs 10 MP.
- Crystal Form: Now doubles all current accumulated Threat on usage. Now costs 10 MP.
- Natural Tank: Threat generated increased from 20 to 100.
- Covert: Threat reduction increased from 20% to 25%.
- Tincture: MP recovery increased from 10 to 15.
- Ether: MP recovery increased from 20 to 30.
- Zether: MP recovery increased from 40 to 60.
- Levigel: Cooldown decreased from 4 to 2.
- Selfless Cure: PP cost decreased from 2 to 1.
- New Passive: Item Finder. Increases drop chance of consumable items.
- Moon Slash: MP absorb rate increased from 25% to 35%.
- All Seals: Now removed by HP damage greater than zero, similar to Sleep.
- Shimmertide: AP cost decreased from 28 to 26.
- Quakesand: Now inflicts Power Down for 1 turn.
- Tornado: Now inflicts Magic Down for 1 turn.
- Soul Prayer: No longer has an MP cost.
- Magic Prayer: Now provides 10% magic damage reduction instead of 2 MP per turn.
- Vigor Drain: No longer has an MP cost.
- Beat Roll: Scaling damage increased from 60 to 75.
- Rhythm Break: Is now multi-target.
- Rhythm Break: Repeat action damage penalty increased from -30% to -35%.
- Rhythm Break: AP cost increased from 3 to 4.
- Crescendo: Base damage per buff increased from 50 to 60.
- Mana Song: Base MP recovery increased from 9 to 10.
- Replaced Attack Style with Resistance Style, a stance for applying Magic Down.
- Defense Style: Now causes -3 AP per turn instead of a damage penalty.
- Resistance Style: Now causes -3 AP per turn instead of a damage penalty.
- Fury: AP Bonus increased from 2 to 3. PP Cost decreased from 2 to 1.
- Harm Power: Now works with any weapon type.
- Harm Magic: Now works with any weapon type.
- Coup de Grace: Now requires a Dagger.
- Bracing Strike: Threat generated increased from +50% to +100%.
- Steeling Strike: Threat generated increased from +50% to +100%.
- Healing Breeze: Can now be used out of combat.
- Steeling Wind: Can now be used out of combat.
- AP Transfer: MP cost decreased from 16 to 8.
- AP Transfer: Scaling increased from 3 per 100 Vitality to 6 per 100 Vitality.
- Commander: PP cost decreased from 5 to 3.
- Equip Spear: PP cost decreased from 3 to 2.
- Pah: Base MP recovery increased from 5 to 10.
- Initial Resist: Turns increased from 2 to 3.
- Feast: CT decreased from 30 to 20.
- Famine: CT decreased from 30 to 20.
- Famine: Base MP damage increased from 12 to 20.
- Hew: CT decreased from 50 to 30.
- Balm: CT decreased from 50 to 30.
- Odor Deposit: CT decreased from 50 to 40.
- Odor Deposit: Cooldown decreased from 4 to 3.
- Threatening: Threat gain increased from 15% to 25%.
- Dust: MP cost increased from 16 to 20.
- Stability: MP cost increased from 10 to 11.
- Rewind: MP cost decreased from 24 to 12.
- Quick: No longer instantly charges abilities. (Does not apply to enemies that use Quick.)
- Quick: MP cost decreased from 40 to 30. CT cost decreased from 40 to 30.
- New Passive: Delay 20. Adds 20 to initial turn's TT. No PP cost.
- New Passive: Delay 40. Adds 40 to initial turn's TT. No PP cost.
Equipment:
Swords:
- Sharp Sword: Accuracy increased from 15 to 20.
- Scimitar: Now has +20 Accuracy.
- Cutlass: Evasion Down duration increased from 1 to 2.
- Defender: Now has +20% Crit Resist.
- Crystal Sword: Agility increased from 10 to 20.
- Rune Sword: No longer has Defense Pierce. Now applies Magic Down for 1 turn.
- Soul Keeper: Physical MP Absorb increased from 25% to 50%.
- King's Guard: No longer has Defense nor Resistance. Now applies Power Down for 1 turn.
- King's Guard: New icon. (Applies to latest and vanilla.)
- Oily Sword: New icon. (Applies to latest and vanilla.)
- Hatchet: Now has +4 AP on battle start.
- Berserker Axe: Now has +4 AP on battle start.
- Craftwork Katana: Now has +2 AP on attack.
- Silver Katana: Now has +3 AP on attack.
- Artisan Katana: Now has +3 AP on attack.
- Gold Katana: Now has +4 AP on attack.
- Tomokirimaru: Accuracy increased from +10 to +30.
- Master Katana: Now has +6 AP on attack.
- Diamond Katana: Now has +6 AP on attack.
- Dream Hunter is now one-of-a-kind. It can be found where Artemis previously was.
- Artemis is now purchasable from the shop which previously sold Dream Hunter.
- Dream Hunter and Artemis have had their entry numbers in the Archive swapped.
- Cursegiver: Turns until Silence decreased from 6 to 4.
- Cursegiver: Now grants immunity to Silence while ticking down.
- Craftwork Shield: Now has +5% Crit Resist.
- Boomer Shield: Now has +25% Crit Resist instead of +5% Vitality.
- Silver Shield: Now has +10% Crit Resist.
- Artisan Shield: Now has +10% Crit Resist.
- Gold Shield: Now has +15% Crit Resist.
- Bulkwark: Now has +30% Crit Resist.
- Bulkwark: New icon. (Applies to latest and vanilla.)
- Master Shield: Now has +20% Crit Resist.
- Diamond Shield: Now has +25% Crit Resist.
- Craftwork Helm: Threat gain increased from 3% to 5%.
- Silver Helm: Threat gain increased from 5% to 10%.
- Artisan Helm: Threat gain increased from 5% to 10%.
- Gold Helm: Threat gain increased from 7% to 12%.
- Master Helm: Threat gain increased from 9% to 15%.
- Guts Busby: Threat gain increased from 9% to 10%.
- Raid Helm: Threat gain increased from 15% to 35%.
- Diamond Helm: Threat gain increased from 10% to 20%.
- Craftwork Mail: Threat gain increased from 5% to 10%.
- Silver Mail: Threat gain increased from 10% to 15%.
- Artisan Mail: Threat gain increased from 10% to 15%.
- Gold Mail: Threat gain increased from 15% to 20%.
- Plate of Lion: Defense decreased from 120 to 100.
- Master Mail: Threat gain increased from 18% to 25%.
- Construct Mail: Now has +50% Crit Resist.
- Guardian Angel: Re-Raise is now non-expiring.
- Plate of Whale: Defense decreased from 100 to 50.
- Lunar Mail: Threat gain increased from 19% to 25%.
- Diamond Mail: Threat gain increased from 20% to 30%.
- Quintar Pelt: Now has Bleed immunity.
- Pointy Hat: Now increases MP costs by 35%. Accuracy penalty increased from -30% to -35%.
- Shell Gown: Resist Up is now non-expiring.
Auto Top Up:
There is now an "Auto Top Up" option at the top of the Consumables menu. Using it will automatically top up the party's HP and MP using whatever consumables are currently available in the inventory. All consumables that will be used and their approximate total cost will be shown before confirming. This feature is designed to help alleviate down time between difficult fights which deplete the party's resources. The presence of the "Auto Top Up" option can be toggled on or off in the More Options menu. It will be on by default.
Reorganized Options:
Subtitles have been added to the More Options menu to help organize it. Items in the Options, Graphic Options, and More Options menus that were previously missing descriptions will now have them. Some existing descriptions have also been improved for clarity.
Bug Fixes:
- NPCs will now refer to the player as lad or lass depending on the topmost party member's gender.
- Fixed bug where the Mimic was able to build AP and reset cooldowns by Repeating Observe.
- Frostbite is now properly triggered by Ice elemental physical damage.
- Fixed bug where the World Map wasn't being fully drawn sometimes. (This was purely visual and should not have had any effect on what was revealed.)
- Fixed bug where "Narration 1" and "Narration 2" music tracks could be permanently missed. When loading a save file affected by this bug, they will be unlocked.
- The "Adventuring On" and "Far Away Lands" achievements are now properly granted even when sequence breaking.
- Ancient Tablets no longer have a chat bubble.
- Fixed various typos. (This will no longer be listed in future patches unless the text changes were significant.)
New features:
The following new options can make certain aspects of Crystal Project easier or less time consuming. I encourage you to give the game a try before enabling any of these options, but if something is not for you, that's OK. Please feel free to make adjustments. These options can be accessed in game via the main menu under More Options > Assist Options and they are tied to save data. Once an option is turned on, it cannot be turned back off.
- Enhanced Home Point: Enables setting up to 3 different Home Points at a time. Earlier parts of the game can often involve a lot of backtracking. Most players may want to enable this option.
- Custom Difficulty: Enables freely adjusting the difficulty either up or down.
- Skip Minigames: Enables the option to skip minigames and obtain an automatic placement.
- Extend Timers: Timers which sometimes show up while solving puzzles will be extended.
- Boost EXP: Increases the amount of EXP earned after battle. The exact percentage is configurable.
- Boost LXP: Increases the amount of LXP earned after battle. The exact percentage is configurable.
- Boost Gold: Increases the amount of Gold earned after battle. The exact percentage is configurable.
Balance changes:
- Slightly reduced the speed of other Quintar racers.
- Slightly adjusted the Undersea Trail track to make it a little easier.
- Added more Swamp Kid encounters.
- A Swamp Kid's presence is now often indicated by a new type of brown weed.
- The following late-game monsters have had their LXP rewards increased: (hidden for spoilers)
[spoiler]
- Magic Well: Increased from 65 to 100.
- Sea Snake: Increased from 18 to 36.
- Sea Kobra: Increased from 22 to 44.
- Sea Skimmer: Increased from 18 to 36.
- Skimmer Boss: Increased from 22 to 44.
- Wave Hunter: Increased from 18 to 36.
- Shallow Spear: Increased from 38 to 100.
- Mermaid: Increased from 18 to 36.
- Mermaiden: Increased from 24 to 48.
- Merman: Increased from 40 to 80.
- Medusa: Increased from 40 to 80.
- Merhorse: Increased from 24 to 48.
- Biter: Increased from 18 to 36.
- Chomper: Increased from 24 to 48.
- Sea Salamander: Increased from 22 to 44.
- Shank Shark: Increased from 40 to 80.
- Coral Eater: Increased from 22 to 44.
- Man Of War: Increased from 24 to 48.
- Burden: Increased from 42 to 84.
- Young One: Increased from 40 to 80.
- Flesh Eater: Increased from 26 to 78.
- Sentry: Increased from 75 to 90.
Bug fixes:
- Two unobtainable Key Items have been removed from the Archive (entries #54 and #58). All Key Items appearing below them have had their entry numbers adjusted to fill the space.
- Changing the "Reordered Abilities" option will now update the sort even while the abilities window is currently open.
- Fixed various typos.
New option:
- Choose whether or not you would like to have unusable abilities moved to the bottom of the ability list during battle.
Bug fixes:
- When removing all of a member's equipped passives, associated equipment will now be properly unequipped.
- Fixed visual bug where chunks of the world were sometimes not being rendered.
- If something costs at least one gold, then it will no longer cost any copper (prevents mixing up the cost with the Quantity column while shopping).
- Inflicting Frostbite status will no longer incorrectly result in an instant kill.
- Re-Raise will no longer cause monsters to attack themselves.
- Re-Raise will no longer be used on a dead ally.
- Choosing Skip Turn will now properly trigger Re-Raise.
- Fixed formula display of certain low damage/healing abilities (for example, Pah).
- Fixed bug where Anubis got stuck in Fire mode.
- Fixed various typos.
New graphic option:
- Weather Haze: Toggle visibility of hazy atmosphere in certain regions.
Bug fixes:
- Fixed bug where unclassified damage (eg, [spoiler]the Sentry's Precision Nuke ability[/spoiler]) was not removing Reverse Polarity.
- Fixed bug where a party member could sometimes evade with Reflex Stance when they were the only valid remaining target.
New options:
- Confirm Home Point: Choose whether you would like to be reminded to set your Home Point when saving.
- Minimap Location: Choose to place the minimap either on the left side or the right side of the screen.
- Battle Cursor, Profanity Filter, Texture Loading, Battle Camera, and Battle Flashes have been moved into the "More Options" menu.
Balance changes:
- A Black Quintar will now agree to mate as long as the partner Quintar has won at least 3 races (previously 4).
Bug fixes:
- Changed text "Sort By" to "Sorted By" to better indicate that this represents the current sort order.
- Fixed bug where Juses was able to be used on enemies.
- Fixed bug where the member comparison summary wasn't showing weapon comparisons correctly for unarmed party members.
New features:
- Viewing equipment in the main items menu now shows the member comparison summary below.
- Holding left/right on the Buy/Sell confirm screen will now quickly increment/decrement the quantity.
- Holding left/right on the Growth Change screen will now quickly increment/decrement the level.
- You can now level down to zero in Growth Change facility, but you must be at least level 1 to confirm.
Balance changes:
- The minimum LP reward rate for defeating low level enemies has been increased from 60% to 80%.
- The maximum LP reward rate for defeating high level enemies has been increased from 130% to 140%.
- Swamp Kid LP reward increased from 100 to 200.
- Training Sword LP bonus increased from 50% to 100%.
Bug fixes:
- Fixed error using Copycat on certain monsters.
- Mimic's Copy ability no longer considers abilities used by the user.
- Implemented option to disable audio completely (last resort for troubleshooting if audio is causing problems; please see FAQ for details).
- Fixed a camera clipping issue in the Spawning Meadows.
- Fixed various typos.
- The minimum level at the growth change facility is now 1.
- The Master Scholar achievement will be granted retroactively if you already had it unlocked before the fix in version 1.0.6.
- Fixed a spot where you could get stuck in Poko Poko Desert.
- Balance Changes: While playing on Easy difficulty, the following monsters will use their strongest attacks less frequently or never: (hidden for spoilers)
[spoiler]
- Sea Kobra
- Skimmer Boss
- Iguanadon
- Iguanadin
- Dark Mage
- Plague Bow
- Vermage
- Ice Construct
- Sealed Fate
- The Owlbear
- Hardship
- Creeper
- Meat Eater
- Mantis Spider
- Greenjacket
- Hatchling
- Temple Snake
- Uniranha
- Temple Spider
- Fire Bug
- Demna
- Parasite X
- Neo Warden
- Akamanto
- Fixed bug where the achievement for mastering a class was sometimes not being awarded.
- Fixed stat comparison bug where losing TT was displayed as gaining TT and vice versa.
- Fixed bug when previewing turn order after applying Dust to the whole party.
- Fixed possible error during battle when using several reaction abilities at the same time.
- The map now gets revealed down adjacent cliffs instead of stopping at cliff edges.
- Giving up in battle no longer causes the UI to close.
- Fixed bug where the Max Level achievement wasn't being granted properly. If you already have a max level party member, it will be granted retroactively.
- Cactim will now properly use Build Life on a defeated non-Cactim ally.
- Fixed issue with obscured camera in an end-game dungeon.
- Typo fixes.
- Picking Continue will now automatically select the latest save.
- Fixed bug that caused Re-Raise to not work in areas where only magic is allowed.
- You can now Give Up to get out of infinite enemy turn loops.
- Fixed the possibility of getting stranded inside the castle.
- Fixed a possible error when playing certain music tracks.
- Fixed bug with uneven distribution of vicarious LP when multiple party members were the same class.
- Fixed bug where the Sentry could get stuck in a loop nuking a covering party member.
- Fixed bug where sometimes a stolen item could be kept after being defeated.
- Focus Energy, Duel Ready, and Dueller (ie, 100% crit) now properly apply to magic.
- Smoke Bomb was given a new animation.
- Fixed typo in a passive ability.
- Fixed an error when levelling up as a late-game class if the save data was carried over from an older demo version.
- Fixed the amount of bosses needed in order to acquire the boss achievements (it now properly matches the description). Achievements will be awarded retroactively.
- There is no longer a delay when the Dervish innate passive activates.
- When saving at a Home Point which is not the current set Home Point, a popup will now ask whether you want to set it first.
- It is no longer possible to get stuck in the Shoudu region without a Quintar.
- Fixed a typo in the House of The Know-It-All Ducks.
- The optional profanity filter now censors certain monster sprites.
- Fixed bug when dual-wielding: If the weapon held in main-hand was not compatible with an ability, that ability would fail to activate even if the ability was compatible with the weapon held in off-hand.
- Fixed error when sorting empty lists.
- Fixed visual bug with the stat comparison window while using the Growth Reallocation service.
- Fixed typo in achievements.
- Fixed typo in class descriptions.
- Fixed a visual bug in a late-game area.
Crystal Project has finally been released! It's time to explore the Land of Sequoia while you find Crystals, unlock classes, learn abilities, and create a party capable of taking down the world's toughest bosses. Or maybe you'd rather just stick to looking for secrets. The world was made for you, and it's up to you to create your own adventure. Want to chat about your adventures with other Adventurers? Join the discord here: https://discord.gg/VGeS8aTBj3 Have a question or need assistance? Please feel free to ask here: https://steamcommunity.com/app/1637730/discussions/0/2962796621651898428/
I'm happy to officially announce that the release date for Crystal Project will be on March 31st, 2022. I'm looking forward to everyone's adventures!
A Note for Demo Cloud Saves
If you have previously played the Crystal Project Demo and wish to continue your save file into the full version, but you have also recently cleaned up your hard drive and may have deleted the save data, please make sure to run the demo once to sync your save data before the release date. I'm not completely confident in how steam cloud saves behave when you upgrade a demo to a full version since I believe you lose access to a game's demo after purchasing it. Everything may work perfectly fine, but just to be on the safe side, I would suggest making sure the save data is still on disk before upgrading.
What Has Changed Since the Demo Version
A lot has changed since the demo version was last updated, and some changes may be disorienting when continuing your save data if you're not expecting them. There are too many changes to list explicitly, but in general, you can expect the following:
- Lots of equipment re-balancing.
- Changes to abilities.
- Changes to passive abilities.
- Some abilities have changed their positions in skill trees and some abilities are on different classes altogether. Any such ability previously learned will stay learned.
- One class got completely reworked. Any LP previously spent on this class will be fully refunded to be spent again as desired.
- Stance changing no longer uses a turn.
- Consumable costs were re-balanced.
Join in as we continue our adventure in Crystal Project and set out to bring peace to the land. Or maybe we'll just spend our time exploring instead. We'll start at the Proving Meadows, head on up to Delende, perhaps make a stop at the Fish Hatchery, and then dive into the Pale Grotto. Let's see what kinds of treasures, monsters, and other stuff we'll find along the way. Hopefully someone, or something, doesn't find out we're slacking on our crystal hunt.
Join in as we begin a new adventure in Crystal Project and set out to bring peace to the land. Or maybe we'll just spend our time exploring instead. We'll start at the Proving Meadows, head on up to Delende, perhaps make a stop at the Fish Hatchery, and then dive into the Pale Grotto. Let's see what kinds of treasures, monsters, and other stuff we'll find along the way. Hopefully someone, or something, doesn't find out we're slacking on our crystal hunt.
Crystal Project
Andrew Willman
Andrew Willman
2022-03-31
Indie Strategy RPG Singleplayer
Game News Posts 48
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(1955 reviews)
https://store.steampowered.com/app/1637730 
Crystal Project Linux [537.34 M]
Explore the world, find Crystals, and fulfill the prophecy to bring balance to the land of Sequoia.
...Or maybe you'd rather spend your time collecting neat equipment and artifacts? Or tame strange creatures and fill out all the entries in your archive? Or perhaps you'd rather hunt down every monster and conquer the world's toughest bosses. Or maybe you'd rather travel to the farthest reaches of the land and uncover the world's greatest mysteries.
The choice is yours, as it should be! Or is it? They say that those who stray out of line will be punished, killed, or worse. Maybe it's for your own good that you stick to collecting Crystals, just like everyone else. But where would the adventure be in that?
- No random encounters!
- Manage Threat to control which party member a monster will attack.
- No hidden information. Preview turn order, damage, and probabilities like in TRPGs.
- Discover and unlock new classes.
- Assign sub-classes, pick passive abilities, and equip all kinds of special items.
- Invent unique team compositions, or stick to the MMORPG Holy Trinity.
- No missables!
- Seamless transitions between zones with no loading screens anywhere.
- Uncover the mysteries of the world all on your own.
- Metroidvania-style progression.
- No invisible walls! Try to jump and climb anywhere you want.
- Overcome platforming challenges to discover neat loot... and other stuff.
- OS: glibc 2.17+. 64-bit only
- Processor: Intel Core i5-2000 SeriesMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GT 525MAdditional Notes: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
- OS: glibc 2.17+. 64-bit only
- Processor: Intel Core i5-4000 SeriesMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 960Additional Notes: Vulkan support
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