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#51
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 05, 2024, 06:02:13 PM
- began working on a new, multi-part arena event.

- you can now leave the name parameter blank in the AddNPC script action, and so long as the NPC being added is a relative of some kind, the game will generate a name for them (as well as procedurally filling in all the other parameters you left blank).
#52
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - February 05, 2024, 08:59:27 AM
- removed the turn 24 and 28 reinforcements from the Battle with Ebon Raban when playing on difficulties below Veteran.
#53
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 04, 2024, 12:23:45 PM
- finished up the Birthday Fan event, added it to the hopper of events the player can get.

- updated the Mustebeast Tent event so you can now pick a bunkmate from among everyone else in the roster, not just a selection of 4 random characters.

- corrected an error in the description for Medicated Bandages.

- cleaned up the "Grab" sound effect a bit.
#54
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 02, 2024, 01:07:36 PM
- wrote a new random event: Birthday Fan.

- received new cut scene background, integrated it into the game: Tavern_Dingy.

- updated the backgrounds for the Dusht random event and the gambling camp activity.

- updated AssetNames.xml with the Tavern_Dingy background and Button Click sound effect.
#55
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 01, 2024, 02:52:49 PM
Gave more artist feedback.

- the game's procedural map generator can now generate bridges across gaps between cliffs.

- switched the game's internal operate() function over from if-else statements to a switch statement for increased performance.

- added animations to the portraits of characters reacting to the player's choices during the Beggar event.

- fixed a few awkwardly worded dialogue variants where characters talk about their life backgrounds.

- fixed: when shown in battle, the info bar was layering on top of UI elements that should have taken priority over it.

- fixed: when shown in battle, particle effect velocity for the info bar was not scaled properly.

- fixed: due to a typo, the game was unable to grab the item template for Fur-Lined Cloaks.
#56
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - January 31, 2024, 01:30:43 PM
- created the third type of proc gen puzzle encounter for the exploration area of the cavern.

- added a new sound effect to the game: Button Click.

- floor buttons now play Button Click when stepped upon rather than the more aggressive Stone Block Move sound effect.

- you can now talk to Explorers while on a Cavern Exploration job.

- you can now talk to Caravan Guards while on a Caravan Guarding job.

- increased the difficulty of caravan guard battles slightly.

- added a couple of kitten name variants.

- when calling LoadConv, the new conversation keeps the existing trigger character and secondary character of the prior dialogue or script by default.

- new tag used to affect randomized battlefield placement: AvoidOwnArmy. This causes the game to weight placement of the tagged unit so that members of the unit's own army are treated as enemies, enforcing minimum distance rules.

- new tag used to affect randomized battlefield placement: AvoidArmyObjects. This causes the game to weight placement of the tagged unit so that destructible objects belonging to various armies are treated as characters, including them when calculating minimum distances.

- fixed alignment on the floor button destructible object.

- fixed: shoving an object while in exploration mode could result in the game displaying that object as the current selected unit in the actions bar.

- fixed a null error that could occur when clicking to Use a triggerable object when in exploration mode.

- fixed a range error that could occur when generating spawn positions for destructible objects in proc gen maps.
#57
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - January 30, 2024, 04:32:27 PM
- the game's procedural map generator can now generate bridges across large stretches of hazard tiles, not just one-tile gaps.

- created the first two types of proc gen puzzle encounters for the exploration area of the cavern.

- new portrait added to the game: Generic/Specter.

- fixed: clicking on a bridge or on stairs while moving in exploration mode would cause the selected character to move adjacent to (rather than onto) the clicked object.

- fixed: when ending dialogue in exploration mode, the game would select the next character in the army rather than re-selecting the last selected character.

- fixed: the land movement sprite had become misconfigured in movement tiles during Exploration Mode.
#58
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - January 29, 2024, 05:45:28 PM
- did a bit of code optimization for when the game checks for whether spaces are solid land.

- improved proc gen map logic for placing stairs (they can now only be placed at elevation 1, and not adjacent to environmental hazards).

- caverns now have a second floor with free exploration that can be accessed by finding the stairs down!
#59
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - January 28, 2024, 05:32:54 PM
- added an optional third parameter to ChangeClothing that, if set to true, causes it to permanently change the body used in the named character's portrait wherever it appears throughout the game.

- removed the "you have already done this today" warning from the Jobs Board button in Kalkerapur, as it is now commonplace to get multiple job opportunities in a given day.

- fixed: in the deck viewer, you could accidentally click on cards by clicking in the empty area below them.

- fixed: one of the "talk" camp activity variants for hot-tempered characters was not setting character facial expressions appropriately.
#60
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - January 26, 2024, 04:13:10 PM
More artist feedback. Also:

- status effect immunity messages now only pop up if the target is a character. (The player doesn't really need to hear about how boulders and trees are immune to, say, Blinded or Enthralled status.)

- within the Generate Map window of the map editor, shifted the player deployment options over to the leftmost column to make better use of space.

- increased the per-character pay for Cave Exploration by 20 aura.

- added "force spawn distance from player" support to destructible objects in proc gen maps.

- the map editor successfully loads and saves the "forced spawn distance from the player" attribute of objects in proc gen maps.

- added "force spawn distance from player" fields for destructible objects to the Generate Map window of the map editor.

- the game now properly supports stairs which appear to lead down below the map; there is a now a "StairsDown" variant of all existing stairs objects.

- fixed: characters returning from cavern exploration would inappropriately remain on the cavern exploration roster going forward, allowing them to participate in cavern exploration while also remaining available for everything else.