[SUPPORT] Roguelike Deckbuilder Toolkit

Changelog:

Full changelog can be found on my Trello, but here are the highlights:

v1.4 (live 29.04.24)

  • Added dev comments to all gameplay tags and removed unused tags
  • Added descriptions to all remaining classes
  • Created global function for adding to a status capped to its max value
  • Pressing RMB while dragging a card now returns it to hand
  • Friendly Name of heroes no longer need to match their row name for hero selection to function
  • “Spawn and Play Hero Card” from BPML_Card now applies appropriate modifications to the spawned card such as from Strength
  • FIXED: Card removal on hero minion death was not working properly
  • FIXED: Attempting to unbind an event that was not bound would still call some logic associated with unbinding
  • FIXED: Splash icon now rotates to face the camera if the camera moves.

v1.3 (live 13.09.23)

  • Split the Puppet UI into a top and bottom section. This allows their position to stay constant relative to the Puppet if you move the camera.
  • New card status that auto plays a card on draw and then draws a new card.
  • Removed blank gameplay tag variables and Game Instance being passed as payloads in Events as such dummy variables are no longer needed in UE5.3.
  • Removed unused TransferTag input from SpawnAndAddNewCard interface function.
  • The Draw Card function now returns the drawn card as output.
  • FIXED: Potential memory leak in “Access Targeting Class Lazy” in BP_Card.

v1.2.3 (live 14.05.23)

  • Cards are now shrunk and moved to the side out of the way when used.
  • “Get status value” interface function.
  • FIXED: If minions were killed by their own card it logged several warnings.
  • FIXED: If an invalid status widget was selected for displaying a status an error would get thrown. Now it is simply not shown instead, as intended.
  • FIXED: Attack pattern with a value of 0 would not advance.
  • FIXED: “ResolveCallEvent” always returned false if calling a specified actor.
  • FIXED: “AddNewCardToPile” with a higher effect value than 1 added multiple references to the exact same card instead of creating duplicated cards.

v1.2.2 (UE5.1, live 22.01.23)

  • FIXED: Playing in standalone crashes the game when opening node map (does not affect PIE or packaged projects).
  • FIXED: Sword puppet had collision profile set to Overlap instead of Pawn, causing card targeting not to work with it.
  • FIXED: Clicking on a card to drag it with no mana permanently disables the end turn button (until you click anywhere).
  • Simplified the stat cost use rule. It now only looks at the stat for that specific use rules and not other rules for the same card. This will also prevent use rule costs from multiplying for each use rule included.
  • Added Enhanced Input.
  • Event.Action.Draw is now again called when cards are visually drawn.
  • Defaulted all out attack to 99 mana (in practice only affects mana number color).
  • Parameterized card transfer frequency in card transfer component

v1.2.1 (UE5.1)

  • FIXED: Cards do not update frame lighting if they cannot be played until you try to play them (was new issue for UE5.1)
  • FIXED: Card glow would not reappear if the player gained enough mana to make the card playable again
  • FIXED: Cards without a type set their rarity to invalid instead of setting their type to invalid
  • Removed unused EventHolder interface from DispatcherHubComponent
  • Added card effect for opening a node map

v1.2 (UE5.0)

  • “Story encounters” on the Node Map, where you are presented with a story and get to choose different outcomes. Five sample encounters included, demonstrating a variety of implementations (such as card removal, card upgrades, on map damage etc.)
  • Shop on the Node Map for buying cards.
  • Currencies as artifacts (coins included by default), with custom artifact bar.
  • Second “final” node map that is loaded after beating the spider boss
  • Added Paper Flipbook puppet (and new enemy minion making use of it).
  • Several new artifacts demonstrating new functionality (such as retaining mana, increasing card draw++).
  • Several new example cards demonstrating new functionality (such as retaining cards, using all remaining mana etc.)
  • Reshuffle animation when discard pile gets shuffled back into draw pile.
  • Object payloads and gameplay tag containers can now be passed through when calling an action, opening up more options for what can be done with events.
  • FIXED: Freshly spawned minions will slide in from the side of the map if they have no or a short entrance animation.
  • FIXED: Hand select screen cards do not use custom card visuals from data.

v1.1.2 (UE5.0)

  • FIXED: End game screen was not displayed after defeating the final boss in the UE5 version
  • FIXED: If adding multiple status indicators to layout, only the first was set up properly
  • FIXED: Reward cards that award multiple cards now works correctly.

v1.1.1 (UE4.26 and 4.27)

  • FIXED: Card Z order did not work properly in UE5 converted projects.
  • FIXED: Card offset on hover did not work properly in UE5 converted projects.
  • FIXED: Moving to chests on the artifact map don’t save your location.
  • Now displays “Blocked” text if an attack is blocked. Added an action for displaying splash text for this purpose.

v1.1 (UE4.26 and 4.27)

  • Added alternate hero with the default mannequin skeletal mesh.
  • FIXED: Attempting to draw with no cards in any piles causes infinite loop.
  • Exhaust hero’s card on death.
  • Killed heroes during combat set to 1 health on node map.
  • Display all heroes’ health on map.
  • Choosing heroes and decks in menu.
  • Allow for empty deck.

v1.01 (UE4.26 and 4.27)

  1. Fixed issue where card could be used while being exhausted or discarded if they were clicked quickly.
  2. Fixes issue where various event dispatchers would not unbind properly, creating a variety of issues.
  3. Fixes issue where getting multiple chest rewards in a row on the Node Map would cause artifact bonuses to multiply (related to issue 2 above)
  4. Fixed issue where cards in hand would glow even if they were not useable.
  5. Fixed issue where Final Blow would keep its previous mana cost reduction from another turn.
  6. Fixed an issue where AI Minions would lose their armor if using armor buffs two rounds in a row.