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Messages - CraigStern

#196
Together in Battle / Re: Together in Battle Dev Log
June 22, 2023, 03:47:25 PM
- created a battle to cap off the treasure map event.

- characters now lose the ability to use books of power upon promoting, preventing the player from wasting them.

- new script action: ConsumeFood. Automatically reduces current food by the current roster of characters's collective appetite without initiating camp activities. Food will not go below zero, nor will a hunger event be automatically triggered.

- campfire objects now lay flat.

- fixed: smoke from non-flat-lying objects (such as braziers and stoves) was no longer emitting at the correct angle.

- fixed: characters who were ordered to do something via a one-on-one could nonetheless be dragged into another character's partnered activity, precluding them from doing the thing they were ordered to do.

- fixed: I accidentally left the chance of small talk set to 100% after testing, thereby preventing most post-greeting character dialogue from spawning.

- fixed: the tooltip for the "view calendar" button in town had a typo.

- fixed: a LoadConv call to dialogue that either does not exist or which had been removed due to being already used and non-repeatable would lock up the game. The game now simply ends the current dialogue when this happens.
#197
Together in Battle / Re: Together in Battle Dev Log
June 21, 2023, 07:08:18 PM
- fixed: the game would spawn units with zero (or negative) health during the thief attack battle as if they were able to fight.

- fixed: custom difficulty dialogue still referred to manual saving as "save scum mode."
#198
Together in Battle / Re: Together in Battle Dev Log
June 19, 2023, 03:20:15 PM
- fixed for 0.2.09a: a change to the AI in the last patch resulted in the AI triggering a null error when trying to swim out of water.

- fixed for 0.2.09a: if you reclassed a lissit to any of the main psy-user classes, it would change their character sprite to a human's and mess up their portrait.
#199
Together in Battle / Re: Together in Battle Dev Log
June 15, 2023, 04:46:45 PM
- began writing a new random event: Treasure Hunt.

- added weapon repair kits to the item sale random event.

- when Damage or Drain is affected by a SetStat action in a cut scene, the game now automatically looks for the character's portrait and--if it finds it--animates the character's health/energy bar.

- when the GiveExp action is used in a cut scene, the game now automatically looks for the character's portrait and--if it finds it--animates the character's experience bar.

- fixed chital portrait scaling.

- fixed a scripting error that was preventing characters from getting speech bubbles and babble during chital events.

- fixed: in some circumstances, the game would remove script actions queued after a Wait action in dialogue initiated via a LoadConv action.

- fixed: it was still possible to accidentally skip nighttime camp events by clicking the background at the exact wrong moment.
#200
Together in Battle / Re: Together in Battle Dev Log
June 14, 2023, 01:35:56 PM
- new event: Nightmare.

- new event: Late Night Idea.

- added a new argument type that can occur with Sensitive characters.
#201
Together in Battle / Re: Together in Battle Dev Log
June 13, 2023, 08:55:53 PM
- wrote the Chital 4 event.
#202
Together in Battle / Re: Together in Battle Dev Log
June 12, 2023, 07:39:54 PM
For version 0.2.10:

- wrote the Chital 3 event.
#203
Together in Battle / Re: Together in Battle Dev Log
June 05, 2023, 08:53:35 AM
- the save grandpa, strikebreaking, and second and third merchant event battles now all scale in difficulty with time passed so they still present an appropriate challenge if they happen later in the run.

- fixed: Shield skills that didn't affect health or impart a status effect wouldn't grant experience unless the target was missing health.

- fixed: OnTurn and BeforeTurn dialogue had stopped being repeatable.
#204
Together in Battle / Re: Together in Battle Dev Log
June 04, 2023, 06:35:56 PM
- fixed: a typo in the classes file was causing the game to skip promotions (among other possible issues).
#205
Got it! Yeah, there was an issue with scheduling Monkey League matches back then. Hopefully you won't run into any issues going forward!
#206
Together in Battle / Re: Breath 3 attacks
June 04, 2023, 05:50:14 PM
Thanks for the report, I'll look into this!
#207
Together in Battle / Re: Together in Battle Dev Log
June 02, 2023, 12:03:19 PM
- weapon breakage rules now differ between difficulties: Brutal retains the old "broken weapons vanish" rule, but lower difficulties adopt the new "broken weapons reform as a weakened version of themselves" rule. (Note that the new "reform broken weapons" rule is now the default; you will have to start a new Brutal run to get the old rule to apply.)

- weapon breakage rules are now settable as part of custom difficulty.

- it took refactoring of some code, but I further improved the AI's anti-trap checks to avoid enemies wandering into fire in a wider variety of situations.

- the AI now inherently values any move that results in a character moving off of a damage-dealing space, even if the move provides no other benefit. (Previously, the only mechanism for this was triggered by the game detecting a character submerged in water or lava.)

- reworded "save scumming" to "manual saving" during the introduction scene. (Apparently there were players who interpreted the phrase as some kind of personal insult, which was definitely not the intention!)

- new script action: WeaponBreakageRules. Changes the rules governing weapon breakage game-wide. If Rule Type is set to Destroy, broken weapons will disappear; if Rule Type is set to Reform, broken weapons will remain but will lose all stat benefits, status effects, tags, etc., will have a sell value of 0, and will impose Strength -4, but will allow the character to keep using weapon-dependent skills.

- fixed: clicking on an Immobilized character would not show the character's attack range.
#208
Together in Battle / Re: Together in Battle Dev Log
June 01, 2023, 08:24:43 PM
For version 0.2.09:

- when a weapon breaks, instead of completely disappearing and leaving the equipped character with no usable attack skills, it now transforms into a "broken" version of itself with no stat bonuses, tags, or scripts; no resale value; and a -4 Strength penalty. (The character can still use it to attack, though!)

- new item: Repair Kit. A consumable item that restores 20 uses to the user's current equipped weapon up to the weapon's ordinary maximum number of uses. Does not work on broken weapons.

- the shop now has a 60% chance of carrying a single repair kit on any given visit, while the traveling merchant has a 100% chance of carrying 2 or 3 of them.
#209
Okay, it looks like you had a Monkey League league match on day 17 of Unimensis and then nothing after that. Do you remember if you lost that match? Any idea how many weeks ago you fought that battle? (In some earlier versions of the game, matches weren't getting scheduled properly after losing a league fight.)

Anyway, here is a version of your save file that should let you continue progressing! :)
#210
- re-scripted the argument event so the game will always choose characters with clashing personality traits to participate if available. (This will cause unique arguments tailored to each character's personality to show up much more often.)

- fixed: the game's "check ahead for conversation-ending script actions within called scripts" functionality was not interacting correctly with conditional Run-type actions (e.g. IfValRun, IfStringRun, etc.)