Changelog¶
All · reference · No code
Every XenoCore release, newest first. Versions follow Semantic Versioning: a major release may break your content, saves or the C++ and Blueprint API, and says what to re-check; a minor release adds features; a patch release only fixes bugs. See Compatibility for how to take an update.
Unreleased¶
Changes merged since the last release; they ship in the next version. Nothing yet.
1.1.0 (2026-10-18)¶
Engine: Unreal Engine 5.8. Save-data version: unchanged; 1.0.0 saves load.
- Fixed: stepping the Party Tactics list onto one member no longer draws the party-switch selector box on the HUD rows; that member is marked by the ring under their feet only.
- Improved: the demo no longer stutters the first time something new is drawn - a recruit joining, the victory effects, the first trade or time change. It ships a recorded pipeline cache that is compiled behind the boot screen, so shader pipelines that used to compile mid-play (56 per full test pass) are ready before you take control (0).
- Improved: far fewer stutters in play. Enemies far from the party now go dormant: AI paused, movement off, and animation only while they are on screen. A provoked or fighting enemy never sleeps, and a hit from any range wakes it. Tune or turn it off in Project Settings > XenoCore Enemies > Performance. With seven party members, the median game-thread frame in a fight dropped from 14.4 to 12.1 ms, and frames over 50 ms dropped from 255 to 0 over a full test pass.
- Fixed: small tables, queries, icons and sounds (skill trees, art learnsets, companion positioning queries, the tutorial table, rarity pips, the aggro ring) were freed between uses and reloaded from disk mid-fight. They are now loaded once and kept. Every screen and popup, and the first conversation's camera, now load behind the loading screen instead of on first open.
- New (development builds):
XenoCore.Debug.LogSyncLoads(on by default, never in Shipping) logs every synchronous load during play, with the package and who asked for it. - Fixed: combat jerked on every landed hit. The hit knockback was a square pulse - full speed in one frame, a hard stop 0.12 s later, the body's own movement thrown away, and the animation read as standing still. It now eases out over 0.25 s (same 60 cm), adds to the body's own movement instead of replacing it, and the animation keeps the body's own speed. Push Strength Over Time still overrides the shape.
- Removed: slow motion on Arts. The four Talent Arts slowed the whole world to x0.35, so a companion's Talent Art slowed the player's own character. The Time Dilation settings on the Art definition and the XenoCore Time Dilation notify state are gone; values saved in existing Arts are ignored.
- Fixed: the hour after sunset was almost black. The moon now takes over as soon as the sun is down (Sky Profile Twilight Degrees 9 -> 2) and is already up when it does (new Moon Min Elevation, 25), the sky light is lifted through the handover (new Twilight Sky Light Boost), and the night exposure floor arrives with the moonlight instead of ahead of it. Late night is unchanged.
- Fixed: a party member who joins mid-game (a recruit, a bench swap) no longer appears in T-pose for its first few frames. Blueprints that add a cosmetic part later can call Prime Cosmetic Pose on the character.
- Changed: the line under a character's name on the equipment sheet, Party screen, party stats, swap confirm and join banner shows their Talent Art ("Talent: Turn Strike") instead of a role. Blueprints can read it with Get Talent Label or Get Item Talent Art.
- Fixed: a defeated enemy no longer leaves a round glowing bubble where its body was. The enemy base's Death Effect is now empty by default, so the body simply disappears; set one per enemy if you want a burst.
- Removed: the Talent Art "ready" aura (
GCNL_XenoCore_TalentReady), which dripped particles off characters and stayed on after battle. The arts palette still shows when the Talent Art is ready. The cueGameplayCue.XenoCore.TalentReadystill fires while the gauge is full in battle, so you can add your own notify for it. - Fixed: the equipment screen's Stat Details pane cut off its last row (Weight); stat rows in every menu now use a slightly smaller font so the full character sheet fits.
- Changed: turning in a quest now autosaves once the reward has been collected (the quest-complete and level-up banners shown and gone), not while the conversation and reward are still on screen.
- Fixed: a crash when a companion answered another's field or battle line (the voice reply timer used its own data after clearing itself).
- Fixed: a quest giver with no Accepted or Declined lines replayed its whole offer after you answered it. Those two now say nothing when empty; every other occasion still falls back to the NPC's Dialogue.
- Fixed: the equipment screen's preview held the weapon at the wrong place on VRoid characters. It now sits on the same hand socket the game uses.
- Fixed: reopening the equipment screen could show no character in the preview (only the weapon), or show the leader while the screen was on another member.
1.0.0 (initial release)¶
Engine: Unreal Engine 5.8, Win64, with Lyra Starter Game 5.8 and VRM4U for 5.8. Save-data version: 5.
The first public release. It includes:
- Party: up to seven active members (the sample starts with two and recruits five), reserves, leader switching in and out of battle, companion AI that uses the same Arts and cooldowns as the player, Party Tactics, the Party Gauge, downed members and revives.
- Combat: auto-attack, target lock and cycling, weapon draw and sheathe, Arts and Talent Arts with cooldowns and a combat palette, area-of-effect Arts, the Break, Topple and Daze chain, status effects, block, evade and critical hits, aggro, hit feedback and damage numbers.
- Progression: per-character statlines and experience curves, level-ups, skill trees with branches and traits.
- Items: a shared party bag, six equipment slots per character, weapon types per character, gems, Common / Rare / Legendary rarity, sortable item lists, treasure chests with drop tables (Take All or Take None).
- Enemies: an enemy base with StateTree AI and Arts, four detection types, squads on respawning spawners with linked aggro, level labels, seven sample enemy types.
- World and story: NPCs and conversations with a framing camera, recruiting by talking, quests with offers, a log, a HUD tracker and rewards, shops and trades, a day/night clock, per-area weather, area and battle music slots (no tracks included), a minimap, surface footsteps.
- Front end: boot and title screens, three save slots plus autosave and save points, tutorial cards, a full CommonUI menu suite and HUD with gamepad and keyboard prompts.
- Editor: a one-click project setup (Tools › XenoCore › Apply XenoCore Project Settings) and save-time checks on XenoCore's data assets, including item definitions.
- Sample content: the Gaur Plain sample map with seven quests, a front-end map and a test gym, seven VRoid party members with AI-generated battle voices, weapons, armour and gems.
Known gaps are listed on Known limitations.