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Messages - CraigStern

#166
Together in Battle / Re: Together in Battle Dev Log
October 01, 2023, 03:00:47 AM
- created a new random event: Recruitment Duel.

- cleaned up some of the more awkward "like" dialogue; excluded the one generic line from being selected if personality-specific variants were available.

- replaced the "Labor" daytime option with a Jobs Board. Every day, a selection of different ways to make extra money will present itself...

- new job type available: working as caravan guards. You pick two characters to accompany a caravan and help green units fend off a bandit attack.

- increased the maximum range on Grapple Pull to 3.

- proc gen battles can now account for a third, allied army when determining unit positioning (a necessity for making proc gen three-army battles that aren't just free-for-alls viable).

- fixed: one of the "like" dialogue lines for imaginative characters inappropriately referenced hobbies instead of material things.

- fixed: in some circumstances, non-golem, non-spirit proc gen characters could be spawned with a salary of zero (e.g. from the GenerateUnique script action).

- fixed: the randomly chosen socioeconomic class of proc gen characters could override the inventory quality parameter in the GenerateUnique script action.

- fixed: the graphic for steel mail was missing.

- fixed: choosing to proceed with a custom menu button selection in the face of a pop-up warning would not close the pop-up menu if proceeding meant staying within a custom menu.

- custom strings can now be used as the loadID for unit spawns in battle.

- new optional parameter for GenerateUnique and GenerateUniqueFromNPC script actions: Force Personality. This forces the character to be generated with one particular personality type that you specify.

- proc gen battles now accept premade character types, not just proc gen characters. (Just use a loadID in place of the character class, with a : in place of the /.)

- proc gen battles now accept destructible object assignments to particular armies.
#167
Together in Battle / Re: Together in Battle Dev Log
September 30, 2023, 12:58:26 PM
- new daytime option in Kalkerapur: Infirmary! This lets you spend a time unit (and some money) to drop characters off at the infirmary, where they will receive treatment for their wounds. This will accelerate recovery times and--if playing on Challenging difficulty--guarantee a successful recovery for characters who are at risk of dying.

- the arena championship match now gives much more money.

- it is now cheaper to train a character's Health and Energy.

- wrote a few new Heal combat bark variations.

- added a few new attributes for proc gen equipment.

- fixed: the player's team name was not appearing in the new turn box for the Treasure Thicket battle.

- fixed: the Idol's health was not scaled appropriately for Defend the Idol maps in Snow Leopard League or Tiger League.

- fixed: the spirit's portrait could disappear after naming in the Apparition 2 event.

- fixed a range error occurring when triggering dialogue in the Battle with Bandits 1 event.

- fixed: auto-looting was not turned on for either of the bandit battle events.

- fixed: healers would sometimes say their heal bark even when only healing themselves.

- fixed: when right-clicking a space with both an object and an item sack, the game would show the object's character screen rather than the item sack's.

- fixed: gamepad "click to continue" text would show up in the dialogue window when in the shop even if no gamepad was connected.

- fixed: in rare circumstances, the actions queue could remain uncleared when changing scenes, leading to the game refusing to process actions in the next scene under the belief that it was already in the middle of processing script actions.

- improved documentation for the generate inventory parameter for the GenerateUnit, GenerateUnique, and GenerateUniqueFromNPC script actions.

- fixed: the Regenerating sprite was missing from the campaign creator's TextSprite documentation.

- custom menus now support hidden buttons: buttons that are defined but not shown to the player unless unhidden via a script action.

- the "hidden" property of custom menu buttons may now be edited within the cut scene editor.

- the cut scene editor now supports an unlimited number of gray-outs and warnings for each custom menu button (with each delimited by |s).

- new script action: ShowMenuButton. Shows a hidden button within a custom menu. One parameter: button name.

- new script action: HideMenuButton. Hides a visible button within a custom menu. One parameter: button name.

- new stats supported by Stat script actions: Health % Left and Energy % Left. These return a number between 0 and 100 reflecting the percentage of a character's health or energy that remains.
#168
Together in Battle / Re: Together in Battle Dev Log
September 29, 2023, 09:01:28 PM
- proc gen item attributes are now moddable!

- proc gen item attributes now support localization.

- reduced the base levels of enemies in the arena leagues a bit.

- reduced base character salaries in Challenging and Brutal difficulties.

- the league qualifier matches now give more money.

- gatherings now increase group morale by 3, a 50% bump in efficacy.

- failure to clean camp on a night when it's clean no longer guarantees that the camp will become dirty--there is now a 1-in-2 chance that everyone will have simply picked up after themselves, leaving the camp clean regardless.

- fixed: self-focus skills (such as Soul Suck and Transfer) were inappropriately affecting maximum energy, not just current energy. This was caused by changes in the code allowing for rollover damage from sending a character into negative energy.
#169
Together in Battle / Re: Together in Battle Dev Log
September 28, 2023, 07:03:03 PM
- began work on proc gen item localization. Proc gen item materials (e.g. leather, bronze, iron) now support localization.

- set up item tooltip text for localization.
#170
Together in Battle / Re: Together in Battle Dev Log
September 27, 2023, 03:55:50 PM
- created a tutorial pop-up a week before the first payday which assesses the player's financial position and offers guidance based on how far off from making payroll they are. (Players with payroll costs greater than 3000 aura will be warned that their team is expensive for this point in the game, and will be notified that they might want to dismiss a character to stabilize their finances.)

- added "click to continue" text to the camp activity narration interface.

- fixed: frame alignment on the Sword animation for Swordmasters and Blade Dancers was erratic.
#171
Together in Battle / Re: Together in Battle Dev Log
September 26, 2023, 11:57:15 PM
- set up the in-game calendar, info bar, and promotion screen for localization.
#172
Together in Battle / Re: Together in Battle Dev Log
September 25, 2023, 01:58:29 PM
- set up status effects for localization.

- set up procedurally generated battle names for localization.

- fixed: Immobilized characters were able to use Move skills (like Leap or Swim).

- fixed: a range error could occur when the game selected no special condition for an arena map.
#173
Together in Battle / Re: Together in Battle Dev Log
September 24, 2023, 08:37:56 AM
- set up morale level descriptions for localization.

- set up skills for localization.

- set up about two dozen types on in-battle pop-up messages for localization.

- set up counterattacks for localization.

- set up the character screen, level-up screen, dialogue menu, cut scene main menu, and cut scene narration box for localization.

- fixed the level-up description for a skill gaining a new status effect.
#174
Together in Battle / Re: Together in Battle Dev Log
September 23, 2023, 07:57:28 PM
- set up premade (i.e. not proc gen) items for localization.
#175
Together in Battle / Re: Together in Battle Dev Log
September 22, 2023, 09:35:47 AM
- set up a bunch of UI in battle for localization: main menu, deployment menu, unit tooltips, the actions bar, new turn box, save game menu, all of the pop-up warnings, victory/defeat screen, and console.

- new random event: Golem Attack.

- refactored the code the game uses to pick activity partners during free rein in camp; characters are now more likely to select existing friends or lovers as activity partners. (Before, they had an equal likelihood of selecting any other character regardless of relationship.)

- wrote new dialogue variants for character reactions to winning the championship based upon personality.

- fixed: the report screen was not hiding the dialogue menu as intended when the ShowReport script action was used in battle.

- fixed: clicking units in the deployment menu was not making a sound.
#176
Together in Battle / Re: Together in Battle Dev Log
September 19, 2023, 08:31:46 PM
- got the localization system up and running, importing the localization XML file and auto-populating menu text based on entries in the XML matching the user's current language.

- got all of the title screen UI working with localization: the main menu, the two new game menus, the load game menu, the settings menu, and the download campaigns menu with search options submenu.

- fixed: user scores for downloadable campaigns were incorrectly scaled, leading to them appearing at 1/5th the value they should have.
#177
Together in Battle / Re: Together in Battle Dev Log
September 18, 2023, 11:26:48 PM
- the game now auto-detects the user's installed system language (or, if they connect to Steam, their chosen Steam language) for localization purposes.

- the player's language is now saved along with all other game settings.

- reduced the number of personality traits characters are generated with from 2 to 1 to avoid tonal dissonance in character lines and reduce overlapping traits on larger teams. (Plus, having 2 personality traits per character wasn't increasing depth of characterization as much as I'd hoped.)

- worked on the localization file some more; added in pronouns, direct addresses for family members, and the bits and pieces used to assemble proc gen map names.
#178
Together in Battle / Re: Together in Battle Dev Log
September 17, 2023, 06:44:05 PM
- began laying the groundwork for game localization, creating an XML listing all UI elements containing English text on the title screen.

- began listing all UI elements containing English text in battle.
#179
Together in Battle / Re: Together in Battle Dev Log
September 15, 2023, 03:45:09 PM
- fixed: one-shot sound effects (most notably the battle victory fanfare) were abruptly cutting off upon transitioning to a new scene. The game now gracefully fades them out instead.
#180
Together in Battle / Re: Together in Battle Dev Log
September 14, 2023, 05:20:54 PM
- incorporated a new music track into the game: Incredible Danger.