I like the RemoveAllItems
Will this work with PC (Player Character)?
Do I use the b1ade ID?
It provides an interesting idea for swapping out Sets
It will work with the player, but it'll only hit their personal inventory, not their equipment.
- All languages now use the same font asset, which contains all the characters from all the supported languages. That means these characters can be used in any game text without switching the font with TextMesh Pro tags.
Any chance you could elaborate on what this means BMac? Does it mean we have access to more UTF-8 supplements?
Yes, essentially. You now have access to our Chinese, Korean, and Cyrillic characters in all languages. Previously, we were switching to different fonts when you changed to a non-Latin language, so you'd only have access to e.g. Cyrillic characters when playing in Russian. Now I've combined all the fonts into a single font asset, so you have access to all these characters no matter what the language setting is. There aren't any new Latin supplements that weren't available before, though.
And while we're on the subject of font assets any chance you'll release the codes for some of the alt-symbols used by fonts like Espinosa Nova Titling? If there are any, that is.
Unfortunately it looks like we don't build any of the non-unicode characters from that font into the font atlas, so they aren't available right now. The only non-unicode characters we include are the lnums and extra ligatures from the normal Espinosa Nova, which are added automatically by the game when appropriate.
"GrantedViaScript" has also been added to the GenericAbilityComponent?
Yes, that was also added, but I neglected to mention it because its only purpose is for us to retroactively fix some stuff in existing saves.
More details: it lets us flag existing abilities that were granted by scripts (like the backer NPC training abilities) as being from a script. Going forward, the AddAbility sets this up automatically when the ability is added and the flag is completely unnecessary - it's only needed to retroactively fix abilities that players already have. Though if you have modded in an ability that's granted to the player via the AddAbility script, you would want to set this flag, so I'll add it to the notes.
Does it mean that Espinosa Nova Capitals IV for english charasters can be automatically used in cyrillic language (russian translation) instead of simple overlays?
Yes, it does, provided you use the equivalent Latin ASCII-range character instead of the Cyrillic character. For example, U+0412 is a Cyrillic character and it'll be handled by the Cyrillic font, not the Capitals font, but U+0042 will now be handled by the Capitals font - even if the language setting is Russian.