Version 1.1.2 Released - Changelog.


Greetings, Adventurers!

ACSG version 1.1.2 focuses on two fundamental pillars of the gaming experience: fluid navigation through the new Mini-Map system and the evolution of economy and progression via the Random Loot System.

Important Note:

Since this update was released so quickly, I am temporarily keeping version 1.1.1 available alongside the new 1.1.2 (the current official version).

This is exclusively for users who still have projects on version 1.1.0. You should download 1.1.1 first to migrate your project, and then install 1.1.2. I don't usually provide multiple versions to avoid confusion, but version 1.1.1 contains significant changes from 1.1.0 that are essential for a stable transition to the current release. Please note that 1.1.1 will be removed shortly, as 1.1.2 is the definitive release and will only be replaced by future updates as usual.

🗺️ [Mini-Map System] 


The Mini-Map facilitates grid-based exploration, offering the player an essential tool for long-duration adventures and complex labyrinths.


  • Real-Time Navigation: New option to pin the map to the top-left corner, allowing for real-time navigation.

  • Screen Persistence: Unlike the standard map, the Mini-Map remains visible during exploration to facilitate orientation.

  • Toggle Controls: Switch between expanded mode and the Mini-Map with a single click. If you close the Mini-Map, the next access will return to the standard mode.

  • Intelligent Contextual Visibility: The Mini-Map automatically hides during combat or on Interface Buttons type pages, reappearing when returning to exploration. However, it can still be activated by the player during battle if they so desire.

  • Optimization for Visual Novels: If the project uses the $$$BTNV command in the Message Display to show the sidebar button on a page with Interface Buttons (and with the map function enabled), the Mini-Map toggle button is automatically disabled.
    This automation occurs because the command is typical for Visual Novels, where Interface Directions are rarely used. In narrative-focused flows, the Standard Map is prioritized as it is more functional for sporadic consultations.
  • Customizable Interface: New dedicated frame for the Mini-Map in the Interfaces section.

⚔️ [Random Loot System (Drops)] 


It is now possible to define exclusive rewards for each map. Configured items "drop" from enemies only during random battles in that region, using a two-layer draw system for precise rarity control.


Two-Layer Logic:

  1. General Drop Chance: Defines the global probability of an enemy dropping any item on that map (the system's "gatekeeper").

  2. Individual Percentage (Weights): If the drop occurs, the system draws from up to 6 items based on their individual probabilities.
  • Important Note: If the total sum of individual percentages is less than 100%, the remaining difference is treated by the engine as a "drop failure." This allows for the creation of extremely rare items where, even if the General Chance is successful, there is still a possibility that no item is delivered.

  • Balance Control (100%): The interface features a real-time counter. If the sum of the item percentages exceeds 100%, the system alerts in red and prevents saving, ensuring logical integrity.

  • Strategic Application: Ideal for creating "grinding" areas or making random encounters more rewarding, transforming them into a real progression opportunity for the player.

🎨 [ESG - Image Editor]

  • Dimension Update: Pre-established size options for the Canvas have been fully updated to match the current dimensions of the engine's interfaces (Inventory, Menus, etc.).

  • Visual Polish: The selection menu (Listbox) has been redesigned to better utilize the monospace font, resulting in perfectly aligned options and much clearer navigation.

🐛 [Bug Fixes]

  • Cursor Persistence: Fixed the error where custom cursors remained active in the Editor after ending a test via "Compile and Run."

  • Map Audio Validation: Fixed an inconsistency in Map Properties where, under certain conditions, the system required a combat music definition even with random encounters disabled.

⚙️ How to update your project

PS: Compatibility is guaranteed for projects created with the version immediately preceding the one currently being released.

  1. Uninstall the old version and install ACSG 1.1.2. Migration is automatic when opening your old project.

  2. It is highly recommended to accept the Manual update when prompted (though it is not mandatory).

  3. Attention: The background image of your map panel will not be replaced. You must manually draw the new button on it following the position of the default image or the map panel Template via the integrated Image Editor.

Example: 


Guide Templates: New templates are not automatically updated. 

To obtain the new interface templates, copy the files from:
\ACSG_Installation\RES\DFT\RES\esg\draw\templates\misc

to your project folder: 

\YourProject\RES\DFT\RES\esg\draw\templates\misc.

I hope you enjoy the new features and I count on everyone's support! 👍

Files

ACSG_PREMIUM_1_1_2.exe 121 MB
Jan 21, 2026
ACSG_FREE_1_1_2.exe 121 MB
Jan 21, 2026

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