News:

Welcome to the new Sinister Design forums!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - CraigStern

#181
Together in Battle / Re: Together in Battle Dev Log
July 05, 2023, 02:16:12 PM
- fixed some scripting errors in a couple of events.

- new event: Ishita Svaamee makes a second visit to the player's camp with a buyout offer. This second Ishita event is added to the list of possible events upon beating Snow Leopard League Qualifier.

- created another new event that occurs the morning of the championship fight (and that is all I am going to say about it here!)
#182
No worries! Thanks for reporting the issue. :)
#183
Together in Battle / Re: Together in Battle Dev Log
July 02, 2023, 12:18:41 PM
- finished implementing the GenerateUniqueFromNPC action in cut scenes.

- when a character is created via the GenerateUniqueFromNPC action, both they and the originating character now start with a mutual 20 familiarity, ensuring they won't engage in any basic "getting to know you" dialogue in camp.

- characters created via the GenerateUniqueFromNPC action who are related to the originating character by blood now inherit their own relevant NPCs and bio details from the originating character.

- the game can now automatically determine the reciprocal relationship term an NPC might use for a character related by blood.
#184
Thanks for the report, Sage! This is fixed for the next update.
#185
Together in Battle / Re: Together in Battle Dev Log
July 01, 2023, 02:05:54 PM
- when a character receives a letter from a sibling, mother, or father, the game now remembers this--it then becomes possible to get an event where that character gets visited by the family member who wrote to them.

- finished writing the first sibling visit event with variants based on the kind of relationship the characters have and the player's choices.

- increased the chance of a talk event producing small talk to 25% from 10%.

- the LevelUp script action now works in cut scenes.

- new camp activity: Fury.

- the "AngryAt" mood now makes Fury one of the permitted camp activities.

- new stat supported in GetValByStat: True Level. Returns the character's current level combined with any hidden, pre-promotion levels.

- added documentation for read-only stats True Level, Health Left, and Energy Left to the in-game reference.
#186
Together in Battle / Re: Together in Battle Dev Log
June 30, 2023, 12:43:08 PM
- the calendar screen has been improved! There are now buttons to flip back to previous months and review the events that occurred; name of the current displayed month is now always visible at the top of the calendar screen.

- wrote alternate dialogue for recruitment attempts during the Monkey League Qualifier battle made by golems or spirits.

- wrote new dismissal response monologue variants for characters with the Arrogant personality trait.

- dismissing a character no longer reduces morale for other characters who have a negative friendship value with the dismissed unit.

- there is now a 1-in-3 chance that a high-level engineer will learn Place Snare Trap (the other 2 possibilities are either +1 range to Place Caltrops or learning a Wrench counterattack).

- buffed the Architect and Demolitionist classes (i.e. the Engineer prestige classes) so they each get more skills that let them continue using other skills afterwards. For the Architect, it's Build Wooden Barricade and Build Spiked Barricade; for the Demolitionist, it's Place Charges.

- added a new optional boolean parameter to the LevelUpArmy script action: Affect Reinforcements. If set to true, the level-up effect will be applied prospectively to characters of the chosen army who haven't spawned yet.

- used the new capability of LevelUpArmy to scale battles with enemy reinforcements.

- new class attribute: defaultWeaponSkills. Used to tell the game it should grant a Strength bonus and (a) natural weapon skill(s) to generic units of the class if they are created without an equipped weapon.

- generic Blackguards and promoted cavaliers without equipped weapons are now generated with natural access to Throw Knife and Halberd, respectively.

- fixed: the game wasn't compensating for promoted generic characters in a weapon-dependent class generated without an equipped weapon by boosting strength or granting their default weapon skill.

- fixed: when a character without a specific counterattack gained 1 or greater Counter Limit, the game could select a skill which did no damage but did impose a status effect (e.g. Throw Voice) as the character's counterattack.

-fixed: if you hired out everyone on your team and then returned to the docks for a second time in the same day, the game would effectively lock up.
#187
Together in Battle / Re: Together in Battle Dev Log
June 29, 2023, 03:26:15 PM
Fixed some formatting issues with the new battles. Also:

- expanded the pool of possible enemy team names in the arena.

- sentinels, pikemen, and swordmasters are now more likely to be generated with more armor and/or shields.

- when proc gen maps are created with multiple hazard terrain types, the game will now select a hazard terrain type at random from those listed.

- fixed: the AI treated Levitating characters as if they had an ordinary, permanent move type of Flying for purposes of determining which spaces were safe to move them to (which could lead to situations like the AI moving Levitating characters over lava or chasms only for them to drop in at the start of the next turn).

- fixed: automatic inventory generation for generic proc gen enemies placed via the map editor was not working.
#188
Together in Battle / Re: Together in Battle Dev Log
June 28, 2023, 08:08:57 PM
- fixed: the game was missing data for straight street edge tiles where the street was elevated above surrounding terrain.

- fixed: the game wasn't replacing script IDs with the names of unique characters in script actions within battle when the relevant characters were not already saved from a previous scene.
#189
Together in Battle / Re: Together in Battle Dev Log
June 27, 2023, 07:21:26 PM
- finished balancing the treasure map battle and added a little extra scripting.

- added new music track to the game: Drawing Blades.

- integrated a new version of the Festival of the Ascendant Lights track into the game featuring a traditional Indian vocalist.

- Dacoit Cutters and Dacoit Slashers now gain a melee counterattack upon reaching level 5.

- being defeated in any of the battles where thieves or bandits try to rob the player now results in the player losing half their aura.
#190
Together in Battle / Re: Together in Battle Dev Log
June 25, 2023, 07:50:50 PM
- fixed: a change to the AI in the last patch resulted in the AI freezing when, in large battles (>8 characters in the enemy army), the first character to move wandered into a trap or other pressure trigger.
#191
Together in Battle / Re: Together in Battle Dev Log
June 24, 2023, 11:05:20 AM
- created the procedural generation rules for Tiger League matches.

- the arena plotline is now playable all the way through to right before the championship match.

- enemy levels in arena fights now scale up 17% slower than before.
#192
Together in Battle / Re: Together in Battle Dev Log
June 23, 2023, 11:04:05 AM
- designed the Tiger League Qualifier battle.

- when removing a character from the active roster by reference to their name or loadID, the game now automatically checks for duplicates and removes those as well if found. (For reasons not yet discovered, duplicates can sneak onto the roster; before this fix, they could cause characters to stick around even after being removed from the roster.)

- fixed: the last-used windowed/fullscreen setting was not being saved as part of game settings.
#193
Heh, thanks! :)
#194
Together in Battle / Re: book of power bugs
June 22, 2023, 04:42:42 PM
Thanks for the report! Characters will lose the ability to use books of power upon promoting going forward.
#195
Cards don't appear in your inventory--they become a part of your Psy Clash deck going forward. (There isn't yet any UI for inspecting your Psy Clash deck, but the card should be there!)