The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Pages: 1 2 [3] 4 5 ... 10
 21 
 on: August 23, 2019, 02:20:11 PM 
Started by CraigStern - Last post by CraigStern
-- fixed: Levitating characters weren't losing the Flying move type until the round after Levitation wore off. When a flying character loses flying, they now visibly drop into whatever liquid they were previously hovering above and get the Swimming move type.

-- fixed: same, but with flying characters afflicted with Heavy status when over liquid.

-- fixed: in both battle and in the map editor, flying characters spawning on hazard tiles would appear to spawn in the water, lava, chasm, etc. instead of above it.

-- fixed: flying characters who moved over bridge tiles above liquid would have their height adjusted upwards twice, resulting in them appearing to be in the space above their actual space.

 22 
 on: August 22, 2019, 03:04:42 PM 
Started by CraigStern - Last post by CraigStern
-- reduced the size of caravan wagon objects somewhat to avoid clipping into adjacent spaces.

-- updated the name of the My Games subdirectory where custom content goes from Telepath Tourney to Together in Battle.

-- increased the size of the page selector in the recruitment interface and gave it a drop shadow to make the presence of multiple pages of recruits harder to miss.

-- fixed: status effects symbols above characters could sometimes clip into 3D objects directly above the characters.

-- fixed: during deployment, swapping the position of two units could cause the game to miscount the number of deployed characters and inappropriately display a warning about having more characters to deploy.

-- fixed: it was possible to initiate a "give item" operation, click the giver, and move the giver--and the give tiles would remain onscreen on the spot they'd moved away from, still clickable to finish giving away the item. Give tiles now vanish if you click a unit to move.

-- fixed: you could use a skill granted by an equipped item, and then unequip, drop, or give away the item. This led to anomalous situations like Hovering using a Steamthopter or Sprinting using Runner's Cleats that you could then immediately pass to another character to use, on and on, until your whole team was flying with the same, single Steamthopter or running using the selfsame pair of cleats. You now cannot unequip, give, or drop an equipped item in the same turn you've used a skill granted by that equipment.

-- fixed: the Decoy ability was referencing an old name for the Decoy object (and thus, not creating anything when used).

-- fixed a null error that could occur when ending a battle.

-- finally fixed a thorny range error that could occur in camp activities due to the game pulling characters from one list when checking for viable two-character activity narrations, and another when actually assigning the activity partner. (Oops.)

-- fixed: a check designed to keep characters from accidentally using skills they don't have was preventing units in water or lava from swimming.

 23 
 on: August 21, 2019, 02:45:40 PM 
Started by CraigStern - Last post by CraigStern
-- Engineers now start out with both Build Wood Bridge and Build Wood Barricade at level 1. (They simply weren't versatile enough to be worth using without both.)

-- evened out the impact of materials on helms, boots and shields in the procedural item generator; all have higher base values and lower material multipliers, making them each more useful even when generated with poor materials.

-- the shop interface now asks for confirmation before you buy any item.

 24 
 on: August 20, 2019, 02:56:05 PM 
Started by CraigStern - Last post by CraigStern
-- new stat conditional types supported in IfStatGoTo and IfStatRun: Familiarity, Friendship, and Romance. This checks the specified stat conditional relative to another character. Just as in UnitsToList, to specify the other character, simply put a space after the stat conditional type and then put the character's name.

This, for example, checks to see if Alice has a Romance value of less than 1 for Bob; if she does, then the dialogue tree proceeds to the branch named Get Turned Down (in which Bob is presumably turned down for, like, a date or something):

Code: [Select]
<Action>IfStatGoTo/Alice,Romance Bob,l,1,BRANCH[Get Turned Down]</Action>
-- added a new, optional boolean parameter to the IfListHasGoTo and IfListHasRun script actions: Contains Match. If set to true, the game will not check the list for an exact match with the supplied value, but rather, will check to see if any entries in the list contain that value as a substring (e.g.: a list containing Alice's Lance, Bob's Sword, and Craig's Bow would return true for the value Bob instead of rejecting it as an inexact match with Bob's Sword).

-- new script action: MatchesToList. Searches an existing list for entries containing the specified value as a substring; a destination list is set containing each entry that contains the value. Three parameters: (1) list name, (2) value, (3) destination list name. Has a fourth, optional boolean parameter: reverse match, which if true, will populate the destination list exclusively with entries that don't contain the value as a substring.

-- new script action: CullListToSize. Culls entries from the end of a list until it contains only the specified number of entries. Three parameters: (1) list name, (2) list size, and (3) cull from beginning (an optional boolean parameter; if set to true, all excess entries will be culled from the start of the list instead of being clipped off the end).

-- new event that uses all of the above (and a bunch of yesterday's additions) for its scripting: characters will now occasionally go to you for advice on gifts to get other characters! Answer correctly, and those characters will grow closer. :)

 25 
 on: August 19, 2019, 02:51:16 PM 
Started by CraigStern - Last post by CraigStern
Artist feedback! The game's key art is proceeding apace, and is already looking amazing. :D

-- the Action Bar now supports multiple "pages" of character skills, for units who have more than 9 skills. There are little buttons on either side of the skills buttons to allow paging through for units with more than 9 skills (the buttons do not appear when characters with fewer skills are selected).

-- new script action: LikesToList. Creates a list of the named character's likes. Four parameters, the latter two of which are optional; (1) character name, (2) list name, (3) exclude hobby (true or false), and (4) exclude misc. (true or false).

-- new attribute conditional type supported in UnitsToList: Likes. Winnows the list by units who like the specified thing (or, if a non-match is specified, it's narrowed by units who don't have the thing listed among their likes).

-- new stat conditional types supported in UnitsToList: Familiarity, Friendship, and Romance. Winnows the list by units to only those who meet the specified stat conditional relative to a specified other character. To specify the other character, simply put a space after the stat conditional type and then put the character's name. This, for instance, collects the names of all units in roster 0 who possess a romance score greater than 0 for the character Willow Heavenbeak:

Code: [Select]
UnitsToList/UnitsWhoAreIntoWillow,0,Romance Willow Heavenbeak:g:0,
-- fixed: saving characters without bio details in the character creator was producing a null error.

 26 
 on: August 18, 2019, 05:21:57 PM 
Started by CraigStern - Last post by CraigStern
-- wrote a new random event: a character spies a deal in town on a particular type of consumable item. You can send them back to town to get you 1 or 2 of that item at a discount; if you do, they'll be gone for the rest of the evening.

 27 
 on: August 16, 2019, 02:30:13 PM 
Started by CraigStern - Last post by CraigStern
-- finally implemented click-and-drag camera panning in the game! Added mention of it to the combat tutorial bits that discuss moving the camera.

-- mousing over a character's class in the recruitment screen now pops up with a tooltip explaining what the class does.

-- when you hit End Turn in battle, the game now checks all characters under your control to see if there are any characters who have not moved, used an item, or used a skill, and who are neither Stunned nor Frozen; if it finds any characters who meet all of these conditions, it gives you a pop-up informing you that certain characters haven't acted and asking if you really want to end the turn. You can then back out or end the turn anyway; if you back out, the game will auto-select the next character in your army who can act.

-- sped up camera zoom-in and zoom-out in battle outside of combat.

-- replaced Wav files with Ogg files for all remaining musical tracks.

-- fixed: the track Glorious Combat was mixed too loudly.

-- fixed: some of the data in the Classes.xml file was matched to the wrong class name.

 28 
 on: August 15, 2019, 03:00:50 PM 
Started by CraigStern - Last post by CraigStern
-- wrote new proc gen character dialogue variants.

-- made "generic" lines for greetings, greeting responses, and like dialogue far less likely to show up.

-- fixed: temporary, turn-level counters like "steps taken" weren't getting reset on characters at the end of battle, resulting in weird stuff like them appearing to have less Speed than normal when viewed in camp (or in the next battle's deployment window).

-- fixed: forward slashes would still cause errors if they appeared in the dialogue text of PersistentDialogue trees.

-- fixed: the game would sometimes try to match a character with themselves for a group activity in camp.

-- fixed a scripting error in the Mustebeast Tent event in which the game would lock if there were exactly 4 other characters the unit could bunk with.

-- fixed a UI snafu caused by Unity arbitrarily reordering layers in the victory box.

 29 
 on: August 14, 2019, 02:42:29 PM 
Started by CraigStern - Last post by CraigStern
Artist feedback!

-- received new night variants for the psy academy dorm room backgrounds; implemented them in the game.

-- improved the visibility of the Supplies button in the Shop interface.

-- did a bit of optimization on the victory screen particle effects.

-- created some more character name variants.

-- fixed: if you clicked at just the right moment, you could click the background and inappropriately advance narration in the first frame of a cut scene that embeds a dialogue tree.

-- fixed a little UI glitch with the layering of tooltips in the Shop interface pop-up warning window.

 30 
 on: August 11, 2019, 12:45:19 PM 
Started by Sythion - Last post by CraigStern
Impressive; that's quite involved! :D

Pages: 1 2 [3] 4 5 ... 10