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 11 
 on: June 08, 2018, 03:20:38 PM 
Started by CraigStern - Last post by CraigStern
-- the map editor now has a Conditions window within the map settings that allows you to hand-type up to 10 separate conditions applicable to the map.

-- the map editor now has working "delete units" and "delete objects" modes, in which clicking a unit / object (as the case may be) deletes it from the map.

-- updated map editor behavior with regard to placing and deleting units and objects so that you can click and drag to "paint" instead of having to individually click each tile.

-- updated map editor behavior with regard to editing tiles beneath units and objects so that you can click and drag to "paint" below them.

-- units and objects in the map editor now automatically reposition themselves to match when you adjust the elevation of the tile they are on.

-- began coding the procedure for saving maps as XML files.

 12 
 on: June 07, 2018, 12:25:38 PM 
Started by CraigStern - Last post by CraigStern
-- the map editor now has a working New Object window that works in the exact same fashion as the New Unit window, but it loads destructible objects instead of characters. The selected objects can now be painted directly onto the battlefield.

-- added a "facing" field to the New Unit window. (It successfully picks the right direction if you fail to capitalize, or even if you totally mistype it, just so long as the first letter is correct.)

-- you can now paint player spawn points ("FromPlayerRoster") onto the battlefield in the map editor.

-- mousing over placed units in the map editor now produces a character tooltip, just as if they were in battle.

-- you can now click on placed units and destructible objects in the map editor to open a window that lets you edit their spawn turn, army, position, and facing, and lets you add tags and inventory items to them directly.

-- changed map editor behavior so that painting water, lava, and chasms is now super quick and easy; the maps now start out at elevation 1. Wherever you paint water, lava, or chasm tiles (provided the spot wasn't previously occupied by water, lava, or chasm tiles already), the elevation level now automatically sinks by 1, putting the waterline half a tile below ground level.

-- the map editor now properly loads tile data for tiles out of TileData.xml instead of using a hacky shortcut. (In related news, it now properly detects the appropriate height for spawning bridges over water, lava, and chasms.)

-- fixed a few outdated spriteSet values in PremadeUnits.xml.

 13 
 on: June 06, 2018, 03:35:18 PM 
Started by CraigStern - Last post by CraigStern
-- you can now click on tiles to place a copy of a unit there in the map editor when in New Unit mode.

 14 
 on: June 05, 2018, 11:56:46 AM 
Started by CraigStern - Last post by CraigStern
-- rewrote a pointlessly convoluted and inefficient character lookup routine I wrote in the early stages of developing this engine, back when I was apparently on crack.

 15 
 on: June 04, 2018, 03:53:01 PM 
Started by CraigStern - Last post by CraigStern
-- created the New Unit selection window for the map editor. Available units are loaded from XML based on the current campaign, then displayed sequentially; clicking one selects it as the current character to be painted onto the map. (In an improvement over the original Telepath Tactics map editor, multiple pages of units are supported.)

-- filled out tile data for all of the dozens of new tile variations; corrected a numbering error with some of the existing tile data.

-- created a shadowy "portrait missing" portrait.

-- when the game cannot find a designated character portrait, instead of displaying a visually jarring white box, it now loads up the "portrait missing" portrait instead.

-- reduced the size of the map editor's palette chooser window to a more reasonable size reflecting the amount of terrain types actually available to paint.

 16 
 on: June 01, 2018, 01:12:06 PM 
Started by CraigStern - Last post by CraigStern
-- added a Surrender button to battle; when pressed, the battle is stopped, the player gets 25% of the aura he or she would have gotten if they'd won, and team morale drops by 2.

-- you can now click anywhere on the screen to remove the turn box and victory box in battle, not just on the boxes themselves.

-- cut the screen-edge panning activation areas in half; the cursor now has to be right on the screen edge to activate it.

-- fixed a bug in which players could move the camera around and interact with the things while the turn box remained onscreen in battle.

-- fixed a bug in which the game was showing the actions menu beneath the victory/defeat screen at the conclusion of battles.

-- fixed a bug where the game was clearing pop-up text before its animations finished.

 17 
 on: May 31, 2018, 01:40:24 PM 
Started by CraigStern - Last post by CraigStern
-- created a map settings window in the map editor where you can edit the map's name, musictrack attribute, nextbattle attribute, winAura attribute, and objective(s).

-- created directional variations of every instance of the "3Tip," "XTip," "PJunc," "P2Junc," and "TJunc" terrain transitions for all basic terrain types.

-- implemented autotile detection routines for "tip" transitions (those that take account of each tile's diagonal cornering tiles).

-- the map editor now continuously monitors the map for whatever tileset is most common among all the tiles present. Whenever this "base tileset" flips to a different set, the editor now automatically re-bakes all of the tile transitions using the new set as the base.

-- fixed an issue in which the map editor would fail to select an appropriate variant for tiles bordered on an equal number of sides by two distinct tilesets.

-- the game now automatically selects the name input field when creating a new campaign in the campaign editor.

-- various bug fixes.

 18 
 on: May 30, 2018, 01:36:15 PM 
Started by CraigStern - Last post by CraigStern
-- created "fade in from black" and "fade out to black" scene transition effects.

-- cut scene text only begins to animate once the fade in completes; scene transitions are now triggered at the conclusion of the fade out.

-- implemented fade-in and fade-out on all Unity scenes, providing a much smoother and more polished feel to all scene transitions.

-- created the UI framework for issuing nighttime orders.

-- implemented nighttime orders for group introductions and group practice. Both negatively impact the morale of all non-Golem units, but they provide benefits to compensate, a) making sure all units have no less than 5 familiarity with every other unit and b) giving all units 20 experience, respectively.

-- added the options menu to nighttime.

-- created a separate morale report screen for nighttime.

-- wrote a new description for nighttime for if you retire to camp alone.

-- fixed a typo in one of the approach lines, wrote new nighttime practice lines for religious characters, made some improvements to the nighttime practice lines for empirical characters.

 19 
 on: May 29, 2018, 02:29:44 PM 
Started by deathknight1728 - Last post by CraigStern
Hey OksanaShikcon! Send me an email and I'll see if I can figure out what the issue is: http://sinisterdesign.net/contact/

 20 
 on: May 29, 2018, 01:51:16 PM 
Started by CraigStern - Last post by CraigStern
Memorial Day weekend is over, and it's back to work!

-- created an animation showing the previous day passing into the next as each new day dawns.

-- created a new action: SetDaysPassed. This takes a single "operation string" parameter: an operation symbol, a colon, and then a value (e.g. =:2, +:1, r:10, and so on). The game applies the operation and the value to the current days passed. (Every campaign begins with days passed equal to 0 by default.)

-- created a new action: SetDate. You feed this action three integer parameters: the numbers for the day, month, and year when the game started. It then calculates the current date based on days passed, and passes the current day, month name, and year into the custom strings CalendarDay, CalendarMonth, and CalendarYear, respectively. (Note that the date generated and the names of the months are based upon the Cera Bellan calendar.)

-- renamed generated items with a GEN: prefix so as to avoid situations where a campaign-specific item of the same name overwrites it, producing errors in the shop. (E.g. the generated Kite Shield is now named GEN:Kite Shield, so that the game can distinguish it from the default, non-generated Kite Shield item that comes standard in most campaigns.)

-- if ItemGen produces a blank item (e.g. because the game couldn't find a matching item of the correct type), the shop will now skip over it instead of listing it.

--adjusted the character screen, level-up screen, and reserve supplies screen so that clicking outside the menu will register as a click to close the menu.

-- renamed the weapon properties "Well-balanced" and "Astonishing" to "Balanced" and "Peerless" for brevity's sake.

-- reduced the acceleration for screen-edge panning, and imposed a 4-second delay before allowing screen-edge panning after clicking a button in the actions bar. (These should hopefully eliminate the incidence of annoying, unwanted panning after clicking a button.)

-- fixed a bug in which the game would check to throw out a "No Targets!" message during an AI-initiated attack.

-- fixed a bug that would throw an error for players from proceeding to nighttime with 0 characters in their roster.

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