
Dear Stage Creators (Craftspeople):
To provide Craftspeople with a smoother workflow and better creative experience, the development team will be continuously working to optimize and adjust the "Editor and Miliastra Sandbox" based on your valuable feedback.
〓New Modules〓
Lua Script Support for UI Controls
This update brings functional iterations and expansions to "Manage UI Control Groups" and introduces client-side controls that support Lua scripts:
a) Adds a Client Script Resource Explorer window to Miliastra Sandbox, where you can create and manage resources such as Script Mappings and Client Scripts.
b) Adds a range of new UI control components, including Client Control Containers (Container, Text Box, Text Window, Image, UI Animation, Fullscreen UI Animation, Preset Button, Key Hint, Cursor Event Area, Grid Scroller, and Template Reference).
c) Adds the "Send Client Scripted ServerSignal" node to Miliastra Sandbox. Scripts now support the ServerSignal:SendSignal() method, allowing node graphs and Lua scripts to send signals to each other.
d) Optimizes UI control layer management. UI controls can now be dragged and dropped to adjust their display order.
e) Adds Server Control Templates and Client Control Templates tabs to the UI Control Group Library, allowing you to create server-side and client-side control templates using UI controls.
f) Optimizes image editing. Image controls now support Mask and Fill settings, including image masking, soft edges, progress-based fill, and mask inversion.
g) Expands Multi-Language Text Management with a new Script Text Variables tab, where you can configure text variables used in scripts for multilingual localization.
Shared Creation Mode
Adds Shared Creation Mode, allowing multiple Craftspeople to work together on Miliastra Wonderland content:
a) Adds a "Shared Creation Mode" tab to Stage Settings, where existing saves can be converted into Shared Creation Mode saves. Miliastra Wonderland assets can also be split into separate modules, allowing multiple Craftspeople to work on different parts of the same save.
b) Adds support for creating Shared Creation Mode saves. When creating a new save, you can choose to create it as a Shared Creation Mode save. Existing Standard Mode saves can also be used to create Shared Creation Mode saves from Stage Settings > Shared Creation Mode.
c) Expands the range of assets supported in Shared Creation Mode. Assets such as Entities, Player Templates, Classes, Entity Node Graphs, Client Control Templates, and Client Script Files can now be assigned to Shared Creation sections.
d) Adds Standard Mode and Shared Creation Mode options to "Manage Asset Import/Export." In Shared Creation Mode, assets can be imported or exported by Shared Creation sections.
〓New Features〓
Classic Mode & Beyond Mode
● In-Game Editor
○ Assets
1. Adds a new batch of static objects, VFX, and background music assets.
2. Adds a new batch of Complex Creation assets: Rockfond Rifthound, Thundercraven Rifthound, Eremite Galehunter, Floating Hydro Fungus, Biting-Cold Wayob Manifestation, Thundering Wayob Manifestation, Spirit of Omen: Glede, Oprichniki Fireblade Shock Trooper, White Pigeon, Brightcrown Pigeon, Graywing Pigeon, Snow-Winged Goose, Darkwing Goose, Flowcurrent Bird, Black-Back Hound, Chestnut Hunting Hound, Amber Hunting Hound, Lady Poodle, Gentleman Poodle, Northland Cat, Sheriff Cat, and Black Cat.
○ Prefab Library
1. Adds a "Camera can ignore collision" toggle to Object Attributes. When enabled, the camera is no longer blocked by the object's native collision.
2. Adds a "Camera can ignore collision" toggle to Decorations. When enabled, the camera is no longer blocked by the decoration's native collision.
○ Components
Adds a "Camera can ignore collision" toggle to the Extra Collision component. When enabled, the camera is no longer blocked by the object's extra collision.
○ Combat Presets
1. Adds the "Character Movement Disabled" effect to Unit Status. Applying this effect to a Character Entity prevents directional input from moving the character.
2. Adds the "Creation Levitation" effect to Unit Status. Applying this effect to a Complex Creation allows it to remain suspended when placed in midair.
● Miliastra Sandbox
1. Adds a "Clear Other Log Selections During Playtest" option to Miliastra Sandbox > Logs. When enabled, other log selections are automatically cleared when playtesting begins. Also adds Client Script Log Export, allowing client script logs to be copied.
2. Optimizes log display behavior in Miliastra Sandbox > Logs. Cleared logs no longer reappear after exiting playtesting and reopening the Logs panel, clearing the search field, or performing similar actions.
3. Adds new Aerial Tactics execution nodes to the Creation Status Node Graph, as well as new query nodes such as "Get Ray Detection Result" and "Whether the entity has the specified unit status."
4. Adds a "CRIT Hit or Not" output parameter to the "When Attack Hits" and "When Attacked" event nodes, allowing you to check whether the damage is a CRIT Hit. The "Initiate Attack" execution node also gains an "Ability Unit Parent Entity" input parameter, allowing you to specify the entity that owns the Ability Unit used for the attack.
Beyond Mode
● In-Game Editor
○ Main Camera Management
Adds a "Camera can ignore collision" toggle to the 3D Back Camera, First-Person Camera, Third-Person Camera, and Object Camera. When enabled, obstacles no longer push the camera closer to the character or object.
○ Assets
Adds a new batch of character skill animation assets.
○ Combat Presets
Adds a custom Jump Skill slot, allowing you to assign a custom skill to the Jump button in a Class.
● Miliastra Sandbox
Adds an "Open Gift Box Interface" node, allowing the Gift Box interface to be opened dynamically when needed.
〓Known Issues〓
September 23 Update
Classic Mode & Beyond Mode
● In-Game Editor
○ UI Control Group Management
There is currently an issue under "UI Control Group Management > Client Controls" whereby the hierarchy of child controls may become incorrect when they dynamically move across other controls, causing them to be inserted between other nodes in the hierarchy. This issue will be resolved in a future version.
〓Bug Fixes〓
September 23 Update
Classic Mode & Beyond Mode
● In-Game Editor
○ Entity Deployment Group Management
Fixes an issue in "Manage Entity Deployment Groups" whereby, if an Entity Deployment Group contains invisible empty models, they can still be selected with the mouse after playtesting.
○ Components
Fixes an issue whereby certain visual effects have incorrect playback durations.
○ Combat Presets
Fixes an issue in "Items" whereby the associated node graph cannot be changed if a node graph is renamed while the "Associated Item Node Graph" selection screen is open.
● Miliastra Sandbox
○ Client Scripts
Fixes an issue with the trigger order of the KeyEventListener() method. After the fix, UI controls positioned higher in the group will receive events first when they are on the same level.
Beyond Mode
● In-Game Editor
○ UI Control Group Management
Fixes an issue in "UI Control Group Management" whereby changing the style of a "Custom Switch" control causes the control's rotation button to disappear from the canvas.


