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 31 
 on: August 10, 2019, 09:28:06 AM 
Started by Sythion - Last post by Sythion
Same way it was done in the Strider-only run:
Attack Silithis every round in the training mission, then have her deal with the bandits on her own while Sabrina runs for the treasure chest. She should just barely make it to level 3 with one bandit still alive, at which point she gets Pull and Shove.
At that point I would just be careful with moving in a circle around a clump of trees, and then spam snare, shove, pull and motivate.  I made a few mistakes from which I took damage, so ended up removing weapon. In hindsight, the weak foe wouldn't have attacked if it resulted in death so I made it more complicated than needed. Turns out push and pull don't need to move something to result in xp provided I use it on a relevant target.

I would end up with Sabrina starting her turn next to a stunned bandit. Moving 1 tile, dropping a snare and then moving 1 more allowed her to remain in place the following turn and gain 5 energy for the start of the turn *after* that. Alternatively I could pull her and then drop a snare. Again, moving the 1 tile needed to have a valid location of snare placement but without her own movement so she got 5 energy.
Final option was drop snare, move 1, get some free xp with shove and then use motivate on her so the last action was considered "no movement or attacking".

I can be patient, if not for the lag issue my entire team would've reached second tier in my first run for sure.

 32 
 on: August 10, 2019, 09:08:10 AM 
Started by CraigStern - Last post by CraigStern
-- took out the fields duplicative of the New map window from the Generate Map window in the Map Editor, renamed the window to Generate Terrain, and made it so it can only be used after you've created or loaded an existing map--then used the new space in the window to add in number pickers to further customize terrain generation.

-- added a hotkey shortcut (Shift + G) to the Generate Terrain window in the map editor.

 33 
 on: August 10, 2019, 06:40:05 AM 
Started by Sythion - Last post by CraigStern
Hahaha, holy cow! How did you keep them (and the enemies) alive long enough to manage that?!

 34 
 on: August 10, 2019, 05:22:38 AM 
Started by Sythion - Last post by Sythion
For my second playthrough decided to mix things up, this amuses me. Negative score, both heroes promoted by end of level 1! Would've have gone further but lag grows.

I do not plan on doing a Strider-only playthrough as someone else has done, it's more about testing level 2 in terms of chests and possibility of killing boss.

 35 
 on: August 09, 2019, 03:30:11 PM 
Started by CraigStern - Last post by CraigStern
-- created a random map generation feature that auto-produces starting terrain for you to work off of in the map editor! Supports maps with up to 3 different levels of elevation, up to 2 different regular terrain tilesets, and a single hazard tileset.

-- fixed some newfound gaps and errors in the game's auto-tiling logic.

-- added zoom-in and zoom-out functionality to the map editor with the mouse wheel.

 36 
 on: August 08, 2019, 02:41:12 PM 
Started by CraigStern - Last post by CraigStern
-- wrote out and scripted the main campaign's first involved main-plot-related cut scene event!

-- changed the tooltip description on the "Drop" button option for items in a character's inventory sub-window in the Reserve Inventory Screen to instead read "Store," making it clear that the item will only go to reserve supplies rather than disappearing forever.

-- by default, SetAura and SetFood will now cause the change to animate in the info bar when used in a cut scene. (An optional, third boolean parameter can be set to false to instead make the change appear instantaneously.)

-- camp activities that alter food or aura levels now animate the change within the info bar.

-- fixed: the game was disregarding the first character in the current roster when figuring out which characters are in the shop interface.

-- fixed: the game was still showing a blank "shadow" portrait for certain parts of camp activity dialogue where a character directly addressed the player.

-- fixed: the AI would fail to account for a character's own movement in move-then-self-target maneuvers, resulting in weird anomalies like a character moving and then healing the space where they just were with Mind Shield rather than the space they'd moved to.

 37 
 on: August 08, 2019, 06:58:31 AM 
Started by Sythion - Last post by CraigStern
Thank you! I am also extremely fond of that music. Ryan Richko did a killer job on the soundtrack. :)

So, that screenie is actually another example of me not doing the greatest job on the UI in TT. You're right that showing the player a counterattack skill absolutely does suggest that the character can potentially raise it above 0, though in practice there are instances where they totally can't. ;D

You can actually check on counterattack growths for yourself--find a character in CharClasses.xml, then look at the ctrLimit in their OnLevelUp tag. If it's above 0, then they can learn to counterattack by leveling up; but if not, they'll simply never go above 0 unless it's through an item, a skill, or a promotion bonus. And Farasat's ctrLimit growth is 0, sooooo...

"So why display Mind Blast as his counterattack, Craig?" Great question! I don't entirely remember what I was thinking at the time. I suspect what happened is that I set Mind Blast as his counterattack skill early on in development, perhaps planning to have him gain a counterattack upon promotion, but later decided against it. I may also have been planning for the eventuality that he could gain access to a counter-limit-boosting item (though in the end, I think the rapier Aravel is the only item that ended up in the campaign with a counter-limit-boosting effect.) In any event, I shouldn't have had his character screen display a counterattack when he had no chance of gaining one. In the new engine, it just plain says "No Counterattack" unless and until a character has both a counterattack skill and a counter limit above 0.

 38 
 on: August 07, 2019, 03:29:35 PM 
Started by CraigStern - Last post by CraigStern
-- it is now possible to use items in a character's character screen in cut scenes!

-- new Condition: Use Items. Cut scene only. One parameter: true or false. If true, the player will be able to use items within character screens in this cut scene.

-- set Use Items to true for the camp cut scene in the main campaign, and increased the cost of apples, mangoes and bandages somewhat to compensate for their increased utility.

-- added Appetite to the perusable information about units in the recruitment screen.

-- you can now right-click a character portrait within the Reserve Supplies screen to immediately call up that character's full character screen.

-- mousing over the numbers adjacent to icons in the character screen, level up screen, and recruitment info screen now shows the corresponding stat's tooltip as if you'd moused over the icon itself.

-- the masteries text in the character screen, level up screen, and recruitment info screen now produces a rollover tooltip explaining what masteries are.

-- the game now counts Frozen, Stunned, and Enthralled characters as "done" for purposes of the "Do you want to end your turn?" pop-up, and now counts Enthralled enemies as part of your team for that purpose.

-- created a "distant" variant on the Thunder sound effect.

-- added sound effects to the Rain event in the main campaign.

-- fixed: you could undo after a move that triggered dialogue or a pressure trigger. Doing either of these now clears the undo stack.

 39 
 on: August 07, 2019, 07:54:12 AM 
Started by Sythion - Last post by Sythion
This suggest otherwise, but to be fair I'm guessing you haven't touched the original for a while  :P In turn, some units don't even have a 0/0 counterattack displayed which implies they can never learn one.

So, statuses are impacted by whatever the correct term for simple subtraction is rather than impacted on a percentage basis. Well ,good know I have a counter to Frost Spriggats! Presumably Mental resistance works verses Terror too.

Forgot to mention, the final level music is simply perfect.

 40 
 on: August 07, 2019, 07:06:56 AM 
Started by Sythion - Last post by CraigStern
4) A few units (cavalier, and what I call "mages")  suggest they can learn counter, but presumably it has a very low weight in level ups.

In Telepath Tactics, I seem to recall that psy users don't learn to counterattack--they're pretty much exclusively player-phase units. Your cavaliers, however, will gain a counterattack upon promoting to Mantis Knight. :)

Scarlet Etoile's Strength growth isn't the best; I seem to recall that Edwin Gabbergast has a somewhat better one.

Was wondering, does frost resistance lower the chance to be frozen as well and not just damage? And if so I'd image it's percentage based and not subtracted. Would be neat if 50% frost resistance made units immune to freeze though. Could have just been bad RNG, but every "Control" attempt I made on enemy Shadowlings failed (they have 20% mental resistance) which made me wonder about this.

You have guessed exactly right: 50% resistance to an attack's element will (with very few exceptions) drop the chance to receive a status effect from that attack down to 0. Thus, you're better off not trying to freeze Frost spriggats or enthrall shadowlings--but the converse is also true! Freezing red spriggats isn't hard at all, and enthralling spirits is a piece of cake.

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