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 on: July 08, 2020, 05:05:22 PM 
Started by CraigStern - Last post by CraigStern
Gave my voice actors feedback. In the meantime:

-- incorporated six new cut scene backgrounds from Franklin Chan into the game; put the new daytime docks background into the introductory cut scene.

-- the AI now scores moves involving a character standing still and using a turn-ending Shield skill a lot lower to discourage enemies from wasting entire turns just buffing themselves.

-- fixed: the AI was weighting status effects way too heavily when scoring different moves.

 on: July 04, 2020, 03:54:33 PM 
Started by CraigStern - Last post by CraigStern
I had to give myself a little break from development there--I didn't want to burn out after that big push for the summer Steam Game Fest event. But I'm back!

-- scripted a custom effect for Create Bridge and Create Barricade skills: the max health of the object created now depends upon the combined strength and psy of the character creating it. (Weapons are taken into account--an Engineer with a more powerful Wrench will build sturdier battlefield constructs.)

-- scripted a similar custom effect for Solid State Shield, but it only takes into account the character's Psy.

-- fixed a graphical blemish on the male engineer portrait background.

-- fixed: a seemingly innocuous change in code order had caused the game to cease respecting false Kill-All Victory conditions.

 on: June 23, 2020, 09:33:30 PM 
Started by CraigStern - Last post by CraigStern
Sent out contracts to voice actors; gave feedback to artist and composer.

-- fixed: the space selector was remaining onscreen during combat exchanges.

 on: June 22, 2020, 09:01:21 PM 
Started by CraigStern - Last post by CraigStern
-- the time that combat barks remain onscreen now changes based on the length of the bark. The longer it is, the longer it remains onscreen before disappearing.

-- fixed: changing the sound effects volume wasn't affecting the volume of currently playing sound loops.

-- fixed a typo in one of the camp narration variants for word games.

 on: June 22, 2020, 10:55:27 AM 
Started by CraigStern - Last post by CraigStern
Thanks for the feedback! I'll look into this stuff. :)

 on: June 20, 2020, 03:28:34 PM 
Started by CraigStern - Last post by bugfartboy
I've only played through it once, but here are my notes:

  • The text feels a bit too big, at least in the introductory scene. The ability to scale that down would be nice.
  • Still, it feels A LOT smoother than Telepath Tactics did, so props.

Recruitment/Character Management/Camping
  • The ability to see what stats a physical attribute modifies would be extremely useful. I was able to piece together some of them (e.g. Migraine = lower mental resist) but a tooltip (even just the stat icons and the modifier) would be nice.
  • My first instinct when trying to view the next page of recruits was to try scrolling down, much to my great sadness. If possible, it would be a subtle but impactful change to that screen.
  • One evening, a Mechanic came by selling golems. I tried purchasing one, and the noise and animation played, but no aura was deducted from my total, no golem entered my roster, and the golem remained in the available list. Examining the same golem again, it had a cost of 0 aura, but still did the above instead of entering my roster when I clicked "Recruit". I wasn't able to afford any of the other golems, despite the UI showing I still had 1487 aura on hand. After dismissing the Mechanic, aura had been reduced as though I had purchased my new friend, but my new friend was nowhere to be found.
  • I don't know that it's absolutely necessary, but it would be neat to be able to visibly sort the roster based on name and other stats listed.
  • Less a bug and more a typo, two of my recruits were playing "Words Ablaze" before bed. The very last section of that description was "head off to bed./They conclude after hours of play, tired but happy.}" with all the odd punctuation present as well.

  • Left-click and drag to pan felt super unintuitive compared to a lot of other strategy games I've played, where drag-left-clicking is usually used to select a group. Maybe think about using right or middle click for panning?
  • The big selector square that follows the mouse around felt unnecessary when I wasn't actively targeting something like a skill or movement.
  • I discovered (by accident) that you can cancel targeting a skill with a right click, which wasn't obvious at first (unless I just skipped reading it in the tutorial). A nice big cancel button might be handy here.
  • I love the idea of characters giving little battle quips when they use a skill or fall in battle. I just wish the longer ones lingered a little bit more before dismissing themselves. I wasn't able to finish reading some.
  • In the final combat of the demo, my spearman had learned Hold, and used it to keep a swordsman from getting to my healer. Only the swordsman ignored the blocked spaces, entered and ended in one, and used Sword diagonally to attack my healer. Ummm... what?

  • I loved the original music, and the new stuff here absolutely slaps.
  • I agree with Sythion about graphics. Backgrounds and items look pretty nice, but character sprites and portraits felt out of place. It was nice to see a rest animation, though.
  • Some attack animations (notably the photokineticist's light blast) felt a bit slow.
  • I'm glad I found the option to disable Camera Zoom. That would have gotten old fast.
  • The ability to change graphics settings mid-combat going forward will be a must. There were several times I wanted to take a screenclip, but couldn't because I couldn't downgrade from full screen to windowed mode
  • Overall good things.

 on: June 20, 2020, 06:39:08 AM 
Started by CraigStern - Last post by Sythion
Played through it twice and here are my thoughts:
1) The main menu, backgrounds, and equips art are nice. However the portraits feel a little uncanny or just bland.
EDIT: Since it might not be clear, I do like the sprites.
2) Music is solid as usual!
3) Still same good old gameplay I enjoy. Kind of wish some of the new skills and unit classes were readily available to test though as a means of showing off new things for fans of your work.
4) My complaint from TT Special Edition still stands although maybe it will be adressed by full release. 

 Camera zooms in whenever a character uses a skill. I can understand the reasoning for this but would like an option to disable it ,or have it match the current zoom level instead of getting close. This just slows things down.

EDIT: I feel silly now for missing the option. Bugfartboy's post helped me realize it exists!

 on: June 19, 2020, 03:58:09 PM 
Started by CraigStern - Last post by CraigStern
Hey folks! I've got a free demo of Together in Battle online as part of Steam Game Fest until the 22nd. Go ahead and grab it off the game's Steam page to give it a try; I'd love to hear what you think!

 on: June 18, 2020, 03:04:42 PM 
Started by CraigStern - Last post by CraigStern
-- added support for the player reference string to the character creator. The game can now successfully save that value to XML and will load it from XML when loading a premade unit.

-- caught and fixed a few remaining missing UI textures hidden in a few nooks and crannies of the character creator.

-- caught and fixed a few remaining missing UI textures among the map editor's army sub-editor's button tooltips.

-- added mouseover tooltips to the music selection submenus in the map and cut scene editors.

-- improved tooltip placement in the cut scene info bar.

-- improved tooltip scaling and placement in the army overview window.

-- the game now checks premade characters to see if they're lacking a default skill animation; if they are, the game now attempts to find and plug in the default skill animation for their class.

-- fixed: the game was accidentally deleting all of the item templates when generating characters for testing within the campaign creation suite, causing characters to all spawn without the items and equipment assigned to them in the character creator.

-- fixed: characters in the character creator were not having their default skill animations saved during the save process.

-- fixed: the character creator was failing to remember that randomly generated generic characters had generic portraits, and then therefore saved their portraits incorrectly.

 on: June 17, 2020, 08:24:46 AM 
Started by CraigStern - Last post by CraigStern
-- caught and fixed some missing tooltip textures in the item and skill editors.

-- caught and fixed some missing cursor textures in some of the editors.

-- fixed: a null error when randomly generating a generic character in the character creator.

-- fixed: a null error in the cut scene editor.

-- fixed: the confirm and cancel buttons in the load scene menu in the cut scene editor had broken.

-- fixed: the confirm and cancel buttons in the load scene menu in the cut scene editor had been reset to load battles instead of cut scenes.

-- fixed: the title text overlapped the sub text in the "save before creating new character?" pop-up window in the character creator under certain circumstances.

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