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#51
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 07, 2025, 09:20:03 AM
  • the download campaigns screen now shows you which custom campaigns you already possess at a glance; and if you click one you already have, it now changes the download button to an "update" button.
#52
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 05, 2025, 09:03:16 AM
  • fixed in version 1.0.50e: the same voice-over dialogue could get triggered multiple times within a fraction of a second at the start of a cutscene.
  • added in version 1.0.50e: custom campaigns are now created with a Dialogue subfolder for custom voice-overs.
  • added in version 1.0.50e: custom music, sounds, loop, and dialogue voice-overs can now be referenced within the PlayMusic, PlaySound, PlayLoop, and PlayDialogue script actions by prepending the string Custom: to the start of the Sound Name parameter. Updated Guide documentation for each script action to discuss this.
  • added in version 1.0.50e: in the cutscene editor's edit narration window, added instructions for attaching a custom voice-over to the narration.
  • added in version 1.0.50e: in the cutscene editor, clarified the labels for narration and dialogue buttons to make it clearer that they are for choosing the narration and dialogue for the current frame.

  • fixed in 1.0.50f: in the custom character creator, the describer subwindow could remain onscreen and cover up accessory or clothing options upon clicking to open those subwindows.
  • fixed in 1.0.50f: the NextFrame reply type would result in skipping a frame instead of moving to the next one if ending the current dialogue left nothing else open in the current frame.
  • added in 1.0.50f: the scene settings window in the cutscene editor now has a check box you can click to make it so a scene will prompt the player to save in manual save mode if they haven't saved recently.
  • added in 1.0.50f: you can now set personality, physical traits, and life background in the character creator within the campaign creation suite. (These are optional, but any that you set will feed into the suggested dialogue you roll up in subsequent steps and will enable the character to interact with the game's emergent systems more believably.)
  • added in 1.0.50f: when making a unique character in the character creator within the campaign creation suite, the game now automatically fills in missing details and camp dialogue necessary for the character to engage in the social sim side of the game.
  • fixed in 1.0.50f: the new save game logic was causing some unintended side effects when testing custom campaigns in the campaign creation suite.
  • fixed in 1.0.50f: the fix for overlapping dialogue from 1.0.50e had broken the game's capacity to create babble speech sounds.
  • fixed in 1.0.50f: part of the game's method of downloading custom campaign thumbnails had been deprecated, leading to inconsistent performance.
#53
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 04, 2025, 10:18:46 AM
  • added in version 1.0.50d: Create Fire Wall and Create Ice Wall are now part of the default skills available in new custom campaigns.
  • added in version 1.0.50d: Pyrostructors and Cryostructors are now part of the default class promotion options available in new custom campaigns.
  • added in version 1.0.50d: updated the items available by default in new custom campaigns to include all of the non-proc gen items available in the main campaign.
  • fixed in version 1.0.50d: in the character creator, the page picker buttons in the portrait clothing subwindow were not functioning correctly.
  • fixed in version 1.0.50d: in the character creator, opening the portrait accessories window a second time after closing it would cause the hat, mask, and glasses accessories to stop showing up.
  • fixed in version 1.0.50d: for some reason, Unity reset the Z scale of almost every skill button and many of the item buttons in the character creator to 0, rendering most of their tooltips unreadable.
#54
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 03, 2025, 01:40:27 PM
  • fixed in version 1.0.50d: the game's procedures for saving BattleStart save file (the files used to restart battles) so as to enable restarting of battles needed an overhaul to account for how manual save file logic works.
  • fixed in version 1.0.50d: the game was overwriting the displayed scene name of the last-used save slot upon entering a proc gen battle in manual save mode even if the game was not manually saved over that slot.
  • fixed in version 1.0.50d: under certain circumstances, the game could throw a null error when making a newly recruited character have a pre-existing relationship with another newly recruited character.
#55
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 02, 2025, 11:08:04 AM
  • in version 1.0.50c: you can now rate custom campaigns in the in-game custom campaign browser using new thumbs-up and thumbs-down buttons!
  • fixed in version 1.0.50c: the Restart Battle function had stopped working due to a change in the way that game data is loaded when starting a battle in manual save mode.
  • fixed in version 1.0.50c: the reserve supplies screen had become somewhat misaligned when opened during battle deployment.
  • in version 1.0.50c: added the new armory background to the assets list for use in custom campaigns.
#56
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 01, 2025, 11:18:06 AM
  • AI fix in version 1.0.50b: characters with an AreaPreference tag would often disregard good moves within their preferred area in favor of just listlessly moving around the preferred area if their AreaPreference modifier was set high enough.
  • fixed in version 1.0.50b: if the game chose a certain event in Camp, rejected it for lack of necessary preconditions, and then chose the Sick event in its place, the sick character would fail to show up and the game would throw a null error upon trying to add the "sick" mood to the resulting blank unit.
  • fixed in version 1.0.50b: fixed a scripting issue that was causing the game to throw fatal errors upon re-recruiting the subject of the revenge quest battle.
  • fixed in version 1.0.50b: unique named enemies with the Loyal and Natural Leader personality traits could get generated with combat barks referencing the player's team instead of their own.
  • fixed in version 1.0.50b: under some circumstances, the bug fix concerning inaccurate step count totals when an AI-constrolled character wandered onto a pressure trigger could itself produce a null error.
  • fixed in version 1.0.50b: the game had started displaying scenes names incorrectly in save files.
  • fixed in version 1.0.50b: the chosen character for the revenge quest fight wasn't scripted to be quite single-minded enough.
  • fixed in version 1.0.50b: the game had started using the wrong mask for mouths on certain NPC portraits, giving them a "stained with berry juice" appearance.
  • fixed in version 1.0.50b: under certain conditions, the AI could have a character use an item twice in a single turn.
  • fixed in version 1.0.50b: the game was not swapping out script IDs for character names in the animated objectives screen at the start of battle.
  • added in version 1.0.50b: new special characters -ARMYNAME- and -CHAR2ARMYNAME-. These get dynamically replaced with the names of the army containing the triggerer and the secondary character, respectively.
  • fixed in version 1.0.50b: the WinBattle script action was not working as intended when the player's army was not army 0.

For the next update:

  • added support for in-game upvoting and downvoting to custom campaigns in the custom campaign browser.
#57
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 30, 2025, 10:50:08 AM
  • buffed a couple of the front-liner mooks in the battle with the steel bandits.
  • added a new clothing option for human characters: Marauder.
  • added a new clothing option for female human characters: Chemise.
  • added a new "dark" variant for the Venetian mask accessory for humans.
  • added a new mask accessory for humans: Blindfold.
  • added a new hat accessory for humans: Crown.
  • the crown, blindfold, venetian mask, dark venetian mask, glasses, bifocals, and alt bifocals accessories are now usable for spriggat portraits as well.
  • fixed: the blacksmith was overwriting the "value" attribute of weapons with their cost to repair.
  • fixed in version 1.0.50a: some of the new logic checking for manual save prompts was overwriting the "next scene" attribute in cut scenes, leading most daytime activities to bring the player immediately back to camp even if time points remained.
  • fixed in version 1.0.50a: after saving the game in the calendar screen, if the player managed to immediately return to the title screen without changing scenes, their save file would be advanced by an additional day when they loaded it.
#58
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 28, 2025, 11:19:29 AM
  • in response to player feedback, I've reworked the code so that when you play with manual saving enabled, the game no longer auto-saves over your save files; you must now save manually in order to save the game in manual save mode! In manual save mode, you will now lose all progress if you exit the game without manually saving it.
  • in manual save mode, the game now tracks how many scenes have passed since you last saved the game.
  • in manual save mode, if the next day comes and more than a couple of scenes have passed since you last manually saved the game, the game will prompt you to save manually.
  • added a new clothing option for human characters based on the Trainer.
  • added a second new Dress clothing option for female human characters (painted live on stream last night!)
  • added a new hairstyle for humans: Afro (painted live on stream last night!)
  • wrote four new family background lines.
  • wrote new Recognition and Recognition Response lines for Friendly characters.
  • fixed: most spriggats were being generated without Recognition Response lines.
  • fixed: athlete characters from a small town would be generated without a Background What line.
  • fixed: one of the Cheerful Recognition lines mistakenly required the Awkward personality instead.
  • fixed: the Natural Leader Recognition lines had duplicative line IDs, preventing the game from loading them.
  • fixed: the Suave Approach lines had duplicative line IDs, preventing the game from loading it.
  • fixed: there were a couple of gaps in the family background lines for people raised by their aunt and uncle.
  • fixed: there were a couple of gaps in the family background lines for people raised by their grandparents.
  • fixed: pronouns referring to character NPCs were getting inappropriately de-capitalized at the start of a sentence even if they appeared at the start of a sentence.
#59
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 27, 2025, 10:57:03 AM
  • finished the new Dress clothing for female humans that I streamed myself painting in mid-July.
  • added three new portrait clothing options for male and female humans to the game.
  • added a new "cat ears" portrait accessory for male and female humans to the game.
  • added multiple glasses and a monocle as portrait accessories for male and female humans to the game.
  • added three masks (Venetian, Skull, and Plague Doctor) as portrait accessories for male and female humans to the game.
  • added a new "cat nose" for male and female human portraits to the game.
  • AI fix: when moving an AI-controlled character into a trap or other pressure trigger space, the game was incorrectly marking the unit's steps remaining based on the intended move rather than the actual, interrupted move, leading to characters failing to move off of the space afterwards (most noticeably with ongoing-damage spaces such as fire tiles).
  • AI fix: for certain kinds of moves, the AI was not passing through the list of spaces containing neutral traps, leading it to sometimes disregard the presence of non-player-created traps and fire tiles when plotting movement around the battlefield.
  • AI fix: if the game queued up a move that involved moving and then self-buffing, upon completing the move, the AI was not clearing other potential moves for that unit which were intended to come from different spaces, which on rare occasions could in turn lead the AI to have that character use a skill from a space it shouldn't have been able to reach its target from.
  • fixed: the game was not automatically clearing its list of moving units when initiating a new attack, which on rare occasions could cause the game to softlock if the wrong sequence of moves occurred too quickly.
#60
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 24, 2025, 03:18:25 PM
After a week out of town helping my dad and stepmom, I'm back!

  • rescaled and repositioned collision on units in battle so that when attempting to select a unit with the mouse, units in front won't inappropriately block them.
  • when mousing over a space containing a unit, the game will now always treat the top unit on the space as having been itself moused over.