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 1 
 on: Yesterday at 02:58:10 PM 
Started by CraigStern - Last post by CraigStern
Spent some time negotiating and reviewing proposed drafts of the game's title logo with the logo artist; sent over a contract for the job.

-- rewrote the game's random number generator to work off of a seed that gets regenerated and saved with every scene change, ensuring that you can't alter the outcome of random "rolls" merely by reloading a scene!

Just as in Telepath Tactics, this works to avoid save-scumming of combat RNG. However, it also applies to all the new systems like combat barks, the items that get generated in the shop interface, the characters that get generated in the recruitment interface, and chosen camp activities. It has also been expanded to the stats gained upon level-up, and to encompass randomization in script actions generally (ensuring that you can't save scum random results in the dialogue engine or in battle scripting).

The one thing that's been deliberately left outside the scope of seeded RNG is combat AI. Reloading a battle save will still result in the AI behaving somewhat differently each time, by design.

 2 
 on: September 13, 2019, 12:59:12 PM 
Started by CraigStern - Last post by CraigStern
-- rewrote the "self-typing" code for animated text in the dialogue menu, cut scene menus, and report screen so that it doesn't abruptly jump down a line when typing out a word that hits the right "edge" of the text box partway through (instead, it now just starts typing that word on the next line from the get-go!)

-- decided that Battle at the Grassy Mesas was too hard; reduced the number of enemies on the map by 1 to make it more manageable (except on Brutal difficulty, where the 6th enemy is retained).

-- added an extra enemy to Battle at the Overgrown Garden, Battle at the Dry Mounds, and Battle at the Oasis if playing on Brutal.

-- buffed the Qualifier Opponents in the initial qualifier battle if playing on Brutal so they actually do noticeable damage.

-- reconfigured the game's main shop so that it is guaranteed to always stock at least one of each of the major weapon types on any given visit. In addition, such weapons are now sorted by type.

-- fixed: when leaving save slots unused between saved games, the game would inappropriately collapse those gaps on the Load Game screen and, in so doing, display saved games in the wrong slots.

 3 
 on: September 13, 2019, 06:29:51 AM 
Started by CraigStern - Last post by CraigStern
-- wrote a few new character lines of dialogue, adjusted a few existing ones.

-- fixed a bunch of situations where characters could get randomly assigned growths in their areas of weakness. Lissit can no longer get growths in Heat Res. or Cold Res.; stone golems can no longer get growths in Cold Res. or Light Res. Characters with a physical trait that tanks a particular stats now also get a -1 to growth in that stat, taking care of the vast majority of situations like characters with Migraines getting Mental Res. growth or characters with Bad Joints getting Dodge growth.

-- fixed the backgrounds on the birdwatching, stargazing, and "go for a stroll" activities to reflect the fact that these take place outside of camp.

-- fixed: characters accidentally used their own names instead of addressing the other character by name in info response lines.

-- fixed an issue with energy regen when resting in combat.

-- fixed: the game would miscount the number of deployed characters if you deployed the same character into different empty spaces over and over.

 4 
 on: September 11, 2019, 03:05:23 PM 
Started by CraigStern - Last post by CraigStern
-- edited Battle at Grabber's Grove to make it easier for newer players to maneuver around.

-- added some dialogue before the Battle at Grabber's Grove presaging the changing weather.

-- gave the end-of-battle victory box some proper pop in and fade out animations.

-- fixed: it was possible for the game to freeze when a character leveled up after delivering a fatal counterattack to the last enemy on the battlefield during the enemy turn.

-- fixed: it was still possible for the game to throw an error with characters possessing only a single greeting response (apparently).

-- fixed a typo in one of the event lists that caused the game to try to load a non-existent dialogue tree.

-- fixed: a unit's focus gain was carried over from the last turn of a battle to the first turn of the subsequent battle (e.g. if they rested on the last turn of the previous battle, they'd gain 4 energy at the start of the next one).

 5 
 on: September 10, 2019, 03:08:19 PM 
Started by CraigStern - Last post by CraigStern
-- character death barks are now regenerated after each use, ensuring that characters don't just give the same reaction line over and over.

-- religious character lines referencing "god" now instead use the name of the particular deity worshipped by that character.

 6 
 on: September 09, 2019, 11:38:08 AM 
Started by CraigStern - Last post by CraigStern
-- wrote a few "reacting to friend's death" lines for characters.

-- characters are now generated with a line for reacting to a friend's death.

-- if a character falls in combat and the death rules are neither Back at Full nor Back at 1, the other character on the fallen character's army who is closest to them will say their death-reaction line immediately following the fallen character's death monologue. (If no character has a positive friendship level or romance level with the fallen character, however, then no one will give their reaction line.)

 7 
 on: September 06, 2019, 02:50:54 PM 
Started by CraigStern - Last post by CraigStern
-- wrote out individualized reaction lines for most remaining personality types, and created a generic catch-all for the few I haven't done yet.

-- generated characters are now assigned a reaction line upon generation. Reaction lines are now added to character dialogue about their likes and background.

-- fixed: it was possible for characters to be generated with only a single greeting response, and if the game chose the second greeting response for that character in greeting camp activity dialogue, it would throw an error.

 8 
 on: September 05, 2019, 11:19:07 PM 
Started by Tomjohanson08 - Last post by Tomjohanson08
If you encounter the error code 475 while working on Yahoo mail, then the steps that the users would have to undertake in order to solve this issue is as given below:
   The users must use Yahoo Groups as a preventive measure to avoid coming under the axe of error code 475.
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   It also advised that the users select a different browser.
   The users should also make sure that when they try sending the email again, there are no hyperlinks or attachments in the email.
If the users are unable to solve the issue using the steps given above, then they can opt to connect with Yahoo Technical Support Number. This service is available all around the clock and is free of cost.
Read More:  Yahoo Customer Service Number (+1-833-758-1642)

 9 
 on: September 05, 2019, 03:03:40 PM 
Started by CraigStern - Last post by CraigStern
-- created a new proc gen dialogue type: individualized reaction dialogue to like and background lines! Wrote a ton of reaction lines in that vein with numerous internal variants, began laying the groundwork to incorporate them into character generation.

-- fixed: due to a typo, the game was never choosing individualized inter-character dialogue with the Talk activity at Camp, instead opting for narrated summaries.

-- fixed: the numbering on the save slots for New Game and Load Game menus on the title screen somehow got messed up, resulting in the game sometimes thinking you'd chosen the wrong slot.

-- fixed: if you copy-pasted a saved game file with a new slot filename, the game would still display the save file as being in the old numerical slot when you went to load it (or overwrite it with a new saved game).

 10 
 on: September 04, 2019, 03:35:24 PM 
Started by CraigStern - Last post by CraigStern
I have returned! Unfortunately, I'm so tired that I couldn't focus on much today.

-- emailed an artist about designing the title logo for the game!

-- fixed a UI issue with the page picker in the save game screen.

-- fixed: while making cosmetic improvements to the game's save slot UI element, I inadvertently made it so you couldn't select unused save slots when starting a new game. (Oops.)

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