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Messages - CraigStern

#1
- finished the blacksmith rescue mission!

- reduced the height on the pop-up text animation to aid readability.

- new dialogue trigger supported: OnUnitAttacked. This works just like OnCharAttacked, except that the unit attacked does not have to be a character to trigger the dialogue. (Someone attacking a specified object, for instance, can trigger the dialogue with OnUnitAttacked.)

- new script action: AddTagToGroup. This works just like AddTagToArmy, but instead of specifying an army number, you specify an AggroGroup number. Every unit in the specified AggroGroup will receive the new tag you provide.

- new script action: RemoveTagFromGroup. This works just like RemoveTagFromArmy, but instead of specifying an army number, you specify an AggroGroup number. Every unit in the specified AggroGroup will lose whatever tag you provide.

- right-clicking rugs and other objects set to be treated as floor no longer opens the character screen.

- fixed: Create skills would not function on spaces containing rugs or other objects with a true "treatAsFloor" attribute.

- fixed: smashing an enemy up against the edge of the map could only ever deal a single tile's worth of collision damage even if using a skill with multiple tiles worth of extra knockback.

- fixed: the AI was not set to recalculate moves upon removing Inactive tags from a CPU-controlled units mid-turn.

- fixed: under certain circumstances, dummy attack tiles shown upon mousing over an attack button could inappropriately vanish (or fail to appear at all).

- fixed: if a new turn belongs to an army with no units remaining, the game would skip to the next turn without triggering any OnTurn or BeforeTurn dialogue set to trigger on that turn.

- fixed: selecting Investigate when no more investigation scenes exist would kick the player straight to camp instead of returning them to the main menu in Kalkerapur.
#2
Together in Battle / Re: Together in Battle Dev Log
March 26, 2024, 08:30:41 AM
- received, incorporated a brand-new visual effect for Overheat!

- created a new sound effect for Overheat.

- increased the power scaling on Drain from 1.5 to 1.75.

- increased the power scaling on Overheat from 1.25 to 1.5 and gave it +50 default accuracy.

- new optional parameter in the Deployment battle condition: maximum characters. This allows additional deployment spots to be placed on the battlefield without increasing the maximum number of deployable characters for the battle.

- fixed: the deployment window's starting text was being overwritten by default localization values.

- fixed: if a character had a camp activity and the character right after them in order fantasized about them, the first character's portrait would stick around inappropriately.

- fixed: a null error could occur in camp under very specific circumstances.

- fixed: due to an oversight when implementing the new move-tracking code, the computer could fail to clear its internal list of viable moves when an enemy's attack slew a character and triggered a death monologue, which in rare cases could result in the AI proceeding with the second-ranked move without recalculating based on the updated state of the battlefield.
#3
Together in Battle / Re: Together in Battle Dev Log
March 25, 2024, 11:44:34 AM
- finished creating a rough draft of the Blacksmith Rescue battle.

- adjusted Battle in the Northern Stepwell so the rescuee's remaining health is never enough to survive more than 5 rounds of drowning.

- status effect tooltips now dynamically display the actual power of the status effect conferred for those occasions where a status effect power differs from its ordinary default value.

- repositioned status effect tooltips within the character screen so the mouse cursor doesn't obscure any of the text.

- fixed mouseover zones for status effect icons in the character screen.

- fixed: you could trigger the Team Leader's Brother arena event more than once per playthrough.
#4
Together in Battle / Re: Together in Battle Dev Log
March 24, 2024, 01:11:57 PM
- buffed the Specter promoted class a bit: they now get +5 power to Drain in addition to the range and cost improvements.

- added a variant mood called "Heat Sick" with its own distinct narration to make it clear when a character is feeling sick due to working during a heat wave.

- the game no longer counts it as friendly fire if a character attacks an ally while Enthralled.

- fixed: due to a scripting oversight, hiring out a character as a laborer during a heat wave could throw a range error and cause the game to lock up.

- fixed: if a character was moved via a Teleport-type skill (such as Shadowport or Juxtapose), the game would not check to see if it should drop them into water, lava, or a chasm upon reaching their new position.

- fixed: you could undo after using a Move skill that also moves a second character (like Trade or Juxtapose).

- fixed: if you beat Battle in the Northern Stepwell without ever having someone speak to the kidnapped character, they would never return to your roster.
#5
Together in Battle / Re: Together in Battle Dev Log
March 22, 2024, 11:15:18 AM
- you can now Find Blacksmith in the main menu for Kalkerapur after interrogating the armorer.

- wrote the introductory cutscene for the blacksmith rescue quest.

- buffed the Sentinel class: they now gain a 75% chance to block with Defensive Stance instead of the normal 50% chance.

- the Defending status effect can now stack in its power and is hard-coded to disappear when a unit gains a new turn or becomes Enthralled.

- characters can now gossip about other teams in the arena when they talk in the evening.

- reduced the likelihood that characters will talk about the weather when they talk at camp.

- fixed: sometimes, the tooltip for an item's Give button wouldn't show up upon mousing over it.

- fixed: the in-battle pop up text showing experience gain from using a battle primer would scale the displayed experience against the resulting level rather than the level at the time of use, frequently resulting in it announcing less experience than was actually gained.

- fixed: in some circumstances, displaying dialogue in the cut scene editor could cause a null error due to the game attempting to call the gamepad menu navigator component.

- fixed: the tag granting the Kinetokurios the ability to inflict Weakened status via Kinetic Constriction was misformatted.
#6
Together in Battle / Re: Together in Battle Dev Log
March 21, 2024, 10:49:39 AM
- added support for enabling "show single replies" in dialogue branches within the game's dialogue editor. The map and cut scene editors now load and save these attributes correctly.

- new tag type supported: Patrol. This works like AreaPreference, but acts upon a looping sequence of areas for the character to prefer. Once the character reaches the first area in the sequence, their preference shifts to the next one, and so on.

- added a new skin tone that can be used for character portraits: Ruddy Brown.

- added three new eye colors that can be used for character portraits: Aqua, Red, and Violet.

- the blacksmith will now comment on your choice if you name a weapon after a particularly famous one (especially if it appeared in a Fire Emblem game), or if the name contains something dirty.

- fixed: the AI could disregard a valid move onto an AreaPreference space if no valid skill targets existed within range of the destination.

- fixed a null error in the cut scene and map editors caused by the game expecting the online bug reporting component to be present.

- fixed: in some circumstances, adding a row to a map could produce a null error.
#7
Together in Battle / Re: Together in Battle Dev Log
March 20, 2024, 03:27:53 PM
More artist feedback.

- dialogue branches now support an attribute called "show single replies." This forces the game to show a reply button on this dialogue branch even if only a single reply remains--useful for moments when the player says or does a particular thing.

- refined and improved the armorer interrogation scene.

- received finished portraits for the blacksmith and a second character whose identity I am not going to reveal here. :)

- received new clothing for female human portraits: RoyalDese.

- received new clothing for male human portraits: Blacksmith.

- integrated the new portraits into the game and created positioning data for them.

- the jobs board now supports cooldown periods of more than just than 1 day before taken jobs have a chance of appearing again. There is now a 2-day cooldown on the Caravan Guard job and a 5-day cooldown on Cavern Exploration.

- fixed: the logic to prevent the same job (other than laboring) from showing up multiple days in a row on the jobs board was faulty.
#8
Together in Battle / Re: Together in Battle Dev Log
March 19, 2024, 04:57:17 PM
Gave artist feedback on some new portraits.

- the blacksmith now supports renaming weapons!

- it is now possible to alter a piece of equipment's name via an equipment-altering consumable using Name as the attribute to alter.

- added support for Name as an Attribute to Alter in the item editor within the campaign creation suite.

- updated the item editor's built-in guides to include Name.

- fixed: a character portrait added to the left edge of the screen and that same portrait walking to the left edge of the screen would end up in positions about 5 pixels off from each other, occasionally leading to awkward transitions in camp.
#9
Telepath Tactics Liberated (2022) / Re: Dev Log
March 18, 2024, 12:58:07 PM
- fixed: the Randomizer campaign would not progress after Adelbrae battle.

- fixed: the Protector's Manual was no longer functioning properly in the Randomizer campaign.
#10
Together in Battle / Re: Together in Battle Dev Log
March 18, 2024, 12:20:37 PM
- wrote new investigation scene: interrogation of the palace armorer.

- the combat camera now pans over to the attack even if combat zoom is turned off, reducing graphical issues resulting from visual effect layering.

- you can now check your calendar and army overview during league match and qualifier scheduling scenes.

- added portrait animations to the Shadowling Grandpa event.

- added auto-looting to the Save Grandpa battle.

- personality-specific rest narrations are now much more likely to be chosen when a character chooses to rest in the evening.

- fixed: the "force name" feature for characters in proc gen map army groups was not being applied to units drawn from PremadeUnits.xml, only to units procedurally generated from scratch, resulting in the Dacoit Leader not being named as such in Caravan Defense maps.

- fixed: camp music was not returning to normal after receiving Prince Ajit's letter.

- fixed wording on a few personality-specific rest narrations.

- fixed the wording on a bit of Prince Ajit's interrogation dialogue.

- fixed: the order of the Combat Zoom setting options was switched in the localization file, causing 'Attacks Only' to be interpreted as 'Off' and vice versa.

- fixed: you could click an enemy to show their moveable spaces under fog of war.
#11
Together in Battle / Re: Together in Battle Dev Log
March 15, 2024, 10:00:27 AM
- improved the weather visual effects for rain.

- fixed: the Blizzard weather effect was no longer displaying properly.
#12
Together in Battle / Re: Together in Battle Dev Log
March 14, 2024, 09:56:32 AM
- new sound effect added: Plant Rustle.

- tall grasses now make rustling noises when characters walk onto or through them.

- fixed: the character creator could list duplicates in the class selection window.

- fixed: height was set incorrectly for the promoted cavalier lance and charge animations.

- fixed a typo in the default CharAttributes file that would cause the character creator to throw a range error when trying to randomly generate character dialogue.
#13
Together in Battle / Re: Together in Battle Dev Log
March 13, 2024, 03:01:30 PM
- new skill button graphic: Clothing.

- the character creator now allows you to manually set the clothing used by character portraits.

- the character creator now allows you to manually set the scale for character portraits when they appear in dialogue (from 50% up to 125% of normal size).

- improved click detection for portrait accessory and clothing buttons in their respective character creator submenus.

- added support for Max Uses and Tag as Attributes to Alter in the item editor within the campaign creation suite.

- updated the item editor's built-in guides to include Max Uses and Tag (with added explanation on how to use the latter).

- fixed: with the introduction of differing portrait scales for proc gen characters, the character creator could start to progressively shrink the preview portrait when cycling through different features.

- fixed: deprecated palette code could sometimes cause null errors to pop up when adding certain accessories to portraits for certain characters in the character creator.

- fixed: the Jwalaa item graphic was misnamed in AssetNames, and was therefore not showing up in the item graphics browser.

- fixed: loading a saved game mid-scene, stairs could end up counting themselves for purposes of determining base elevation, thereby raising themselves up higher than the terrain calls for (and potentially making themselves untraversable).
#14
Together in Battle / Re: Together in Battle Dev Log
March 12, 2024, 10:07:00 AM
Together in Battle is now SteamDeck verified!

- new weapon-modifying item: Oil-Filled Sheath. Permanently adds tags to the user's current equipped weapon causing its skills to deal 1 bonus Heat damage and have a chance of imparting Burning status.

- new destructible object set added to the game: Sandstone castle walls.

- renamed the StairsLimestone destructible object set to StairsSandstone for the sake of consistency.

- cleaned up the shop interface a bit: the text that notes when you've bought or sold something can no longer overlap with the page-swapping buttons, and is now far less likely to end up truncated.

- fixed a few bugs that were preventing tag-granting item modifiers from working as intended.

- fixed: the map editor was spawning Blank game objects whenever new units were placed on the map.
#15
Together in Battle / Re: Together in Battle Dev Log
March 11, 2024, 10:15:08 AM
- got in-game bug reporting up and working! Special thanks to Ross Przybylski for the PHP and SQL tips.

- added gamepad (and virtual keyboard) support to the Report an Issue screen.

- when using the virtual keyboard, the game now displays a flashing caret in the associated input text box as if the box were actually selected.

- fixed: gamepad focus on the virtual keyboard would get overriden by the underlying dialogue tree when input text was enabled in the very first branch of dialogue.

- fixed: the dialogue interface's virtual keyboard gamepad navigation was not working as intended when used in battles.