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 1 
 on: Yesterday at 08:25:04 AM 
Started by CraigStern - Last post by CraigStern
-- redesigned the initial qualifier level to look nicer (and without sand terrain so as to avoid handicapping cryokineticists on the very first map)

-- terrain stat modifiers are now taken into account by the AI. :)

-- the Gathering camp activity now sets all characters' familiarity floor with one another to 4--meaning they can still do greeting conversations, but anything else that bumps up familiarity will cause them to skip it in favor of dialogue that assumes they've met already (and other multi-character activities requiring familiarity of 1 or higher will be possible).

-- fixed a null error resulting from a thing I forgot to implement during the numerous hours I spent hooking up terrain stat modifiers to all the relevant portions of the code last night.

 2 
 on: September 20, 2019, 03:25:56 PM 
Started by CraigStern - Last post by CraigStern
Artist feedback! Also, i finally finished implementing the game's "stat effects from spaces" features:

-- space stat modifiers from tile data are now supported in-game. As a result, certain resistances are now uniformly boosted by certain types of terrain: characters gain 15% Cold Res. from sand, 15% Heat Res. from snow, 25% Heat Res. from water, and 50% Cold Res. from lava.

-- space stat modifiers from destructible objects are now supported in-game! Conferred by the spaceEffects attribute, they accrue to the benefit (or, conceivably, detriment) of any character sharing its space. This is now implemented with Reeds as defensive terrain, which give +20% to physical resistances and dodge (or, for small Reeds, +10% to each).

-- moved up the energy regeneration tutorial by one battle, to Battle at Grabber's Grove from Battle at the Oasis.

-- added some dialogue to Battle at Grabber's Grove explaining why the enemies attack the foliage.

-- moved back certain nighttime events to beyond the 2-week mark, ensuring that all but the most egregious dawdlers won't encounter them before completing the League 1 Qualifier battle.

-- decreased food prices in Relaxed mode by a further 50%, down to 1 aura per unit of food.

-- updated descriptions on non-generated helms and boots to reflect their corresponding mastery requirements.

-- updated most "someone visits the camp" type events so that if you ignore the visitor, the game says you have enough time to throw a gathering.

-- further buffed the resistances granted by proc gen helms and boots to make them worth purchasing.

-- extended the mouseover area for the food and aura icons so you can get a description of each by mousing over the text adjacent to them, not just the icons themselves.

-- fixed: it was possible for the game to create characters with negative growths.

-- fixed: it was possible for proc gen characters to be created with negative maximum Energy. They now always start with a minimum of 2 Energy (1 for Cavaliers and Golems).

-- fixed: recruiting a spirit or golem would cause your ongoing total salaries to tick upward in the info bar at the moment of hiring (though it would display the correct salary total again once you left the interface).

 3 
 on: September 19, 2019, 02:59:57 PM 
Started by CraigStern - Last post by CraigStern
Armed with feedback and bug reports from last night's playtest, it's back to the grindstone!

-- created a second Naysay camp activity scenario in which the naysayer shares their doubts with a single other character, improving their own morale at that character's expense. This is much less destructive to group morale than the original, group-wide naysaying activity (which now only occurs 1/3rd of the time when Naysay is chosen instead of 100% of the time). Hopefully, this should make Pessimistic characters less universally awful to keep around.

-- created a new army overview button of the sort that appears in the recruitment interface that can appear in any cut scene independent of whether the recruitment interface is active.

-- two new script actions: ShowArmyOverButton and HideArmyOverviewButton. These allow you to toggle the new army overview button on and off in cut scenes.

-- used this to allow access to the army overview screen in the Kalkerapur scene.

-- fixed: custom cut scene menu button warning messages were not displaying properly due to the refactoring of menu text animation code.

-- fixed: proc gen characters with starting skills granted by their life skill, personality, or physical attributes would receive those skills in place of normal starting skills (which would in turn be shifted deeper into the unit's skill progression), rather than in addition to them.

-- fixed: IgnoreStatFXRes tags for throwing axes were incorrectly formatted in some contexts.

-- fixed: a range error that was sometimes popping up when using equipment with IgnoreStatFXRes tags.

-- fixed: it was possible for attack accuracy to go below 0 for Blinded characters, which produced an out-of-range error when rolling for their attack hit using the new RNG code. (The game now treats negative accuracy as a flat 0 for these purposes.)

-- in general, to avoid such errors, the RNG generator now auto-sets the maximum value equal to the minimum value whenever the minimum exceeds the maximum.

-- fixed: the game wouldn't recognize that OnTalk-triggered dialogue was available when characters were referenced in the trigger parameters using ID[] tags.

 4 
 on: September 19, 2019, 07:45:09 AM 
Started by CraigStern - Last post by CraigStern
There are so many! Honestly, Chicago has so much really cool stuff that my answer would necessarily depend on the visitor, what sort of things they like, and the time of year they're coming (there's a lot of really cool outdoor stuff that is basically mandatory in the summer, but would be decidedly less fun in the winter).

As a sort of generic stand-in answer that works for any season, I guess I'll recommend The Chicago Cultural Center, which has some truly stunning architecture and neat exhibits (and is completely free to visitors!)

 5 
 on: September 18, 2019, 08:21:10 PM 
Started by CraigStern - Last post by bugfartboy
I did a search through the forum, and couldn't find anywhere you'd discussed this prior:

Are there any locations in Chicago you would recommend to visitors? Any spots that aren't advertised or known as well as you wish they were?

 6 
 on: September 18, 2019, 09:07:23 AM 
Started by CraigStern - Last post by CraigStern
Tonight is a game playtest (and also I'm sick :( ), so I'm avoiding adding new features today. Instead, it's all plugging in bits of content!

-- wrote a bunch of new Introvert attack lines.

-- wrote new lines and variations for other personality traits for attack barks and deployment barks, and combined a few duplicative ones.

-- added a new miscellaneous like type to the game (bones), and updated the Ally Gift event to account for it.

-- Kinetic Pull is now (almost) always the first thing a Kineticist character learns upon level-up.

 7 
 on: September 18, 2019, 06:43:30 AM 
Started by CraigStern - Last post by CraigStern
-- buffed Feedback to give Mentalists greater early-game parity with other psy fighter classes, which are much more potent these days due to the status effects imparted by their elemental Blast skills. To put it on par with those Blast skills, Feedback now costs 4 energy (down from 5), has range 2-3 (instead of just range 2), and has a psy damage factor of 1.2 (up from 1.0).

-- 50% of unit stat proficiencies are now locked to the latter half of character skill progressions, preventing the game from randomly front-loading them and thereby delaying characters learning important skills.

-- the Generate Terrain function in the map editor now supports auto-placement of "From Player Roster" deployment spawn points for the player's army; whenever possible, the game will put those spawn points in a contiguous configuration.

-- if you use RANDOM as the character class for a Generate: character either in battle or in the map editor, the game now picks a class for the character at random (taking forced species into account).

-- laid the groundwork for the map editor supporting procedural generation and placement of an enemy army.

-- fixed: proc gen Engineers still weren't being generated with both Build Wood Bridge and Build Wood Barricade.

 8 
 on: September 16, 2019, 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.

 9 
 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.

 10 
 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.

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