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 1 
 on: Yesterday at 02:47:04 PM 
Started by CraigStern - Last post by CraigStern
-- added in falling damage to the combat engine!

Falling is much more dangerous in this new engine. Any time a character is thrown (or a non-flying unit is pushed/pulled) from one elevation to an elevation at least 2 levels lower, they now take damage equal to 20% of their total health multiplied by the number of elevation levels they fell (thus, they take 40% damage for a 2-elevation fall, 60% for a 3-elevation fall, and so on). For every elevation level they fall beyond the first, they take 1 turn of Stunned status.

e.g. A Bloodbeard's Bandit with 25 health is pushed off of a small cliff (elevation 3) and lands on the ground below (elevation 1). The bandit fell 2 levels--he takes 10 falling damage (representing 40% of his health) and is stunned for 1 turn.

-- when a unit is shoved into other units, the impact damage is now applied to the original shoved unit as well.

-- during deployment, battlefield objects overlapping deployment spaces are now partially faded out for easier viewing of deployed characters.

 2 
 on: October 19, 2018, 02:01:14 PM 
Started by CraigStern - Last post by CraigStern
-- updated the default Introduction.xml file for custom campaigns with a default menu.

-- the campaign editor now visibly labels scenes as either battles or cut scenes while browsing, making it easier to distinguish scenes from one another.

-- the skills window in the character creator now has a sub-window that lets you browse through all available skills in the game, mouse over them to see what their properties would be if used by the current character, and then click them to add them to the character's list of skills.

-- added mouseover tooltips to all of the buttons in the map editor's unit properties window, map settings window, and map conditions window.

 3 
 on: October 18, 2018, 03:33:15 PM 
Started by CraigStern - Last post by CraigStern
-- received revisions on the new accessory graphics.

-- created human portrait position data for the new necklaces, pendants, and scarves.

 4 
 on: October 17, 2018, 01:00:51 PM 
Started by CraigStern - Last post by CraigStern
-- updated in-game portraits so that they swap army palette colors on the second foreground hair layer, permitting palette swapping in hair accessories; and also swap hair palette colors on the "scar or blemish" layer, permitting goatees and other facial hair "accessories."

-- received 16 new human portrait accessories: flowers, hair combs, hats, necklaces, pendants, scarves, and tattoos.

-- created human portrait position data for new flowers, hair combs, and tattoos.

 5 
 on: October 16, 2018, 02:51:39 PM 
Started by CraigStern - Last post by CraigStern
Artist feedback! (Unfortunately, that's all I got done today.)

 6 
 on: October 15, 2018, 01:27:44 PM 
Started by CraigStern - Last post by CraigStern
Commissioned more portrait accessories!

-- created portrait position data for some spriggat accessories.

-- added text explaining what the "Either" gender signifies within the character creator.

-- fixed a bug in the character creator in which it would lock a character into "generic" mode if you selected "Either" as their gender, even if you went back and changed the character's gender to something more specific.

-- fixed a typo that was preventing the game from creating spriggat portraits using the 9th head shape.

 7 
 on: October 14, 2018, 05:53:52 PM 
Started by CraigStern - Last post by CraigStern
-- fixed a typo that was producing the "you should have 4 units" warning when entering the arena with exactly 4 units (and failing to produce it when entering with only 1 unit).

 8 
 on: October 12, 2018, 02:32:51 PM 
Started by CraigStern - Last post by CraigStern
-- created a chin cleft feature for human portraits; created portrait placement data for the chin cleft for male humans.

-- created portrait placement data for tattoos and scars for shadowling portraits. Shadowling portraits can now generate with accessories.

-- fixed a bug that was causing generated shadowling portraits to not show up.

-- fixed a crash bug that showed up after a character delivered a victory bark in combat.

 9 
 on: October 12, 2018, 12:33:41 AM 
Started by vincitygialam - Last post by vincitygialam
i just wana say hello. Let make friend with me :D
#vin

 10 
 on: October 11, 2018, 02:28:42 PM 
Started by CraigStern - Last post by CraigStern
-- created "spiny beard" and tattoo placement data for lissit portraits, as well as a third mole position for human portraits.

-- lissit portraits can now be generated with accessories, similarly to human portraits.

-- received new item graphics: a mango, a drawing, a figurine, a cake, a pie, 3 cookies, and a talwar.

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