The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  


Welcome to the new Sinister Design forums!

Pages: 1 ... 3 4 [5] 6 7 ... 10
 on: November 21, 2019, 03:45:59 PM 
Started by CraigStern - Last post by CraigStern
-- you can now rename a campaign in the campaign editor! Just open it, click its title, edit it, and click the confirm button.

-- the game now stores a log of conversations undertaken, documenting the player's path through the dialogue tree. This will eventually be used to create a UI interface to review past dialogue.

-- added some tutorial text in the initial qualifier explaining the shift-click attack shortcut.

-- fixed a bug that was causing modifier tags to not reliably modify when not tied to a specific skill (e.g. RangeBonus,,+:1).

-- fixed: the character editor "trying to exit with unsaved changes" warning gave the user incorrect information if the character being edited was not complete (and thus, not susceptible to being saved). The warning window now provides different text and behaviors for incomplete characters when you try to exit the editor.

-- fixed: the text overlay and objectives window UI elements were pulling only from saved characters for ID[] tag processing, thereby failing to account for new characters on the battlefield and those who'd recently received a new script ID.

 on: November 20, 2019, 03:31:25 PM 
Started by CraigStern - Last post by CraigStern
-- fixed: promoted characters were generated without the 20-or-so levels worth of stat improvements that their classes implied.

-- fixed: when a character changes class from their base class to a related promotion class, the game now automatically resets the character's level to 1 and adds their old level to the character's PromotionLevels stat for experience scaling and such.

-- fixed: turns out, there was missing tile data for a bunch of basic chasm transition tiles! (Oops.)

-- fixed: if the last unit left in an army burned (or was poisoned) to death at the beginning of their turn, the game wouldn't check to see if victory conditions were met and end the battle appropriately.

-- fixed: Binoculars were still using an outdated formatting for the RangeBonus tag.

 on: November 19, 2019, 06:07:13 PM 
Started by all_zebest - Last post by all_zebest
Thanks Craig. I tried to revert back to English for a nomber of terms, but nothing works. I cannot fight Gunther even in English, which bugs me up.

By the way, are the SpawnFloatingTextAt/ translatable?

I'll make an update soon. Could you test it and tell me if it still bugs on your PC?

Edit: I just found it!! It was the translated CharClasses file! I just put the original one in place and the game runs fine again!
I made an update that you can test by yourself. Everything is fine.

Edit 2 : Mise jour du mod avec une tonne d'ajouts et de corrections, et un fichier traduit par Nyamulagira !

 on: November 19, 2019, 04:25:12 PM 
Started by CraigStern - Last post by CraigStern
-- fixed: the game was not correctly saving the loadID for FromPlayerRoster units generated using the terrain generator in the map editor.

-- fixed: the map editor had stopped showing the shadowy FromPlayerRoster figure for unit spawn points based on a player roster.

-- fixed: procedurally generating a unit who's so high level that they already know every skill they are ever going to learn would cause the game to throw a divide-by-zero error when generating the unit's skill progression.

 on: November 19, 2019, 08:26:57 AM 
Started by all_zebest - Last post by CraigStern
Just glancing at the save file, nothing looks immediately wrong; sticking it in my saved games folder and changing the campaign name back to The Vengeance of Emma Strider, everything loads just fine. Which means that it's a localization issue.

Glancing at the log, it looks like the game is throwing a null error on the character class names and movement types. (If you open up the log file and search for null, you'll find a lot of lines like "running phaseOne() in ComputerBrain for char 270, Bloodbeard's Bandit the Red null".)

All of those units should have a movement type of land, I believe. Movement type seems like something that perhaps cannot be localized--I seem to recall that the engine is hard-coded to look for English words when determining behavior tied to a unit's movement type.

I can't think of any good reason why the class names would have to be left alone, though, and I'm not sure why the game would be setting those to null. :S

 on: November 19, 2019, 05:41:37 AM 
Started by all_zebest - Last post by all_zebest
Craig, help me! The Battle of Adelbrae (Battle with Gunther) is broken, either in English or in French.
i.e. Gunther speaks and is shown, but his men don't appear. There are just red squares, then it freezes.
Is it due to a file of the translation or a corrupted save file?
Can you help me, please?

 on: November 18, 2019, 04:25:08 PM 
Started by CraigStern - Last post by CraigStern
-- fixed: the game wasn't actually culling skills in generated skill progressions prohibited by a "ForSpecies" marker.

-- fixed: the skill progression window wouldn't clear properly in between presses of the randomize button in the character creator, resulting in ever-longer and more incomprehensible skill progressions with every press.

-- fixed: when editing settings for a scene with a next scene value already entered, the cut scene editor would pop up blank "results" boxes for the next scene predictive text upon opening scene settings and produce a null error.

-- fixed: accidentally broke code necessary to generate unique golem portraits properly.

-- fixed: I accidentally broke the "abandon" option on the save warning when creating, generating, or loading a new character, scene, or map while you had unsaved changes in the character creator, cut scene editor, or map editor.

-- fixed: the skill editor and item editor would each load a blank screen every second time you clicked a skill/item to edit.

 on: November 18, 2019, 06:46:20 AM 
Started by all_zebest - Last post by all_zebest
They're "shots" as in "shots of alcohol" -- "fireeye" is a made-up name based upon the fact that the rim of the shot glass is set on fire, producing something that might look like a fiery eye when viewed from above. See e.g.:
Thank you so much! I learned something.

Mod mis jour avec beaucoup de dialogues traduits !

 on: November 17, 2019, 05:21:52 PM 
Started by CraigStern - Last post by CraigStern
Held a playtest focused on the campaign editor, which revealed loads of bugs that had crept in over the past few months! I've fixed a few of them so far:

-- fixed: the skill editor wasn't saving the cost, or most of the decimal value attributes of skills (e.g. strength or psy damage factor)

-- fixed: I apparently forgot to actually make the DefeatScene condition actually do something in the code (oops), and I had an example for it that used outdated syntax in the Map Conditions window in the map editor.

-- fixed: recent changes to the way characters are generated broke the "randomize character stats for a specific level" function in the character creator.

 on: November 16, 2019, 03:09:41 PM 
Started by CraigStern - Last post by CraigStern
-- rewrote the game's animation code in reliance on PowerSprite; character animations are now loaded dynamically at runtime using code rather than having to progress through a ridiculous song-and-dance with trigger setting and resetting inside tediously hand-crafted animation controllers. (This is going to make it much easier to set up the game's remaining character animations!)

-- added firework sound effects to accompany the victory screen fireworks.

Pages: 1 ... 3 4 [5] 6 7 ... 10