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 11 
 on: November 29, 2017, 03:38:45 PM 
Started by CraigStern - Last post by CraigStern
-- gave artist feedback on 3D doors, bridges, bar tops, fences, stairs, and cave walls.

-- fixed a bug in which male and female dark spriggats were misassigned animations from red spriggats.

 12 
 on: November 28, 2017, 03:19:28 PM 
Started by CraigStern - Last post by CraigStern
-- fixed a cosmetic issue where long male hair did not play nice with the male skiakineticist body in generated character portraits.

 13 
 on: November 28, 2017, 12:20:58 PM 
Started by CraigStern - Last post by CraigStern
-- added a wound system to the game. If a character goes below 1 Health, they now gain a Wound Level greater than 0. Characters with a Wound Level greater than 0 are unable to perform normal nighttime activities or participate in battle, and will have to recover for a number of days equal to their wound level before their health and energy start to regenerate again.

A character's Wound Level corresponds to how far their health drops below 1; a character whose health drops below 1 gets a Wound Level of 1, plus an additional 1 for every x points below 0 their health goes (where x is 10% of the character's maximum health). Thus, for instance, a character with maximum health of 30 who takes 10 damage while at 5 health will end up with a Wound level of 2.

-- characters can now get individualized status effect immunities unconnected to their elemental resistances. (Golems and Spirits are immune to Poisoned; Depressive characters are immune to Enthralled.) Status effect immunities are now implemented, and prevent characters from getting the associated status effect.

-- characters now get twice as much experience from the Practice activity. In addition, Hot-tempered characters in particular can now get a +50% experience boost when practicing by themselves.

-- camp activity narrations can now have a stat requirement associated with them via the char1StatReq attribute, which takes the stat name, a comparison character (=, g, g=, l, or l=), and a value to compare it against.

 14 
 on: November 27, 2017, 01:54:46 PM 
Started by CraigStern - Last post by CraigStern
-- wrote some new character approach lines.

-- tweaked recruitment cost algorithm so Strength / Psy have a heavier impact on a character's price to recruit.

-- fixed a bug in which a character could get the same physical attribute twice (once naturally, and once as a life skill side effect).

-- implemented individual character recovery rates (impacted by the Insomniac and Sound Sleeper attributes) and hooked them into the Rest nighttime activity. Most characters recover 25% of their maximum Health and Energy after a night spent resting; but Insomniac characters recover 20%, and Sound Sleeper characters recover 33%. (Spirits always recover 100% in a single night.)

 15 
 on: November 25, 2017, 10:09:52 PM 
Started by CraigStern - Last post by CraigStern
-- fixed a bug in which the grab button would appear to remain available even after switching to a different character not standing on an item sack.

-- fixed a bug involving dummy attack tiles.

 16 
 on: November 25, 2017, 11:30:00 AM 
Started by CraigStern - Last post by CraigStern
-- redid the options menu for combat.

-- adjusted the relative probabilities of certain classes being generated. Axefighter, bowman, swordsman, and spearman are now more likely to be generated among physical human classes; psy healer is much more likely to be generated among psy-focused human classes. All other human classes are, in turn, somewhat rarer as a result.

-- added the Throw Voice skill to the game (behaves like a ranged Feint--known by Ventriloquist characters)

 17 
 on: November 25, 2017, 07:42:16 AM 
Started by CraigStern - Last post by CraigStern
Some bug fixes:

-- if an AI-controlled character blunders into a trap that causes Stunned or Frozen status, the AI now stops the character's turn and moves to the next character instead of just pushing on ahead.

-- fixed a bug that was causing the game to freeze after delivery of a combat bark.

 18 
 on: November 24, 2017, 12:56:48 PM 
Started by CraigStern - Last post by CraigStern
-- implemented remaining attack bonus / penalty morale effects.

-- implemented a button that will give you a report of your group's current morale levels and the effects they have.

 19 
 on: November 23, 2017, 10:14:14 AM 
Started by CraigStern - Last post by CraigStern
-- implemented a -1 to morale "mess penalty" that hits the entire group at the end of the night if no one cleans around camp.

 20 
 on: November 21, 2017, 03:38:30 PM 
Started by CraigStern - Last post by CraigStern
-- wrote a bunch of new secret and skill-teaching lines.

-- the game now saves the color that a character most recently spawned with in combat, to be used as their default portrait color out of combat.

-- AddPortrait now has an optional 7th parameter: facial expression. (See here.)

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