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 71 
 on: July 31, 2018, 01:57:22 PM 
Started by CraigStern - Last post by CraigStern
-- global lighting is now simulated for 2D sprites on the battlefield via color tints (this same simulation is applied in the map editor as well so you can preview the level's lighting effectively).

-- added the Lava (previously LavaDark) global lighting preset into the game.

-- received a new nighttime variant on the camp background.

-- fixed a bug in which the game had stopped fading out characters whose turns were over.

-- fixed a bug in which the game would fail to load the list of campaigns in the New Game menu unless it could find the custom campaigns directory.

-- when exiting a scene but there is no next scene specified, instead of locking up, the game will now simply return to the title screen.

 72 
 on: July 30, 2018, 01:39:51 PM 
Started by CraigStern - Last post by CraigStern
Got some feedback at Indie City Games this weekend, which I'll be using to make improvements going forward!

-- one of the things I noticed is that people had a tendency to exit the editors without saving their work. The map editor, cut scene editor, and character creator now track whether you've made changes since your last save, and each pop up a "do you want to save before exiting" window if you try to exit with unsaved changes.

-- pressing the New Map or New Cut Scene buttons in the campaign editor will now automatically act as though you'd clicked the New Map/New Scene buttons in-editor after you're taken to each of these editors (instead of making you find and then click New Map/New Cut Scene again within each editor after being taken there).

-- created the "Fill" tool in the map editor; changes all of the tiles on the map to one terrain type.

-- implemented global lighting in the map editor. When loading a map with a global lighting condition (or adding a new one to the current loaded map), the lighting in the editor automatically changes to match it.

-- received a new sunset variant on the camp background.

-- you can now access the reserve inventory when returning to camp in the evenings.

 73 
 on: July 30, 2018, 09:30:31 AM 
Started by Ardenzio - Last post by CraigStern
Hey Ardenzio! I'm sorry that happened. Here is a version of the save game file where your characters have appropriate weapons:

 74 
 on: July 30, 2018, 05:13:43 AM 
Started by Ardenzio - Last post by Ardenzio
Hi, I've bought your game and I'm really enjoying it!!!
I'm at one of the first level the battle with gunter, after you save the black demon. In the manage item screen all my character have swords instead of their weapons, only one bow no lance everybody with shield but no armor etc....that's was not my equipment!!! I have to play scenario with some character unable to attack!!! I send report save file and pictures...hope you can help me.
Thanx

 75 
 on: July 27, 2018, 02:16:55 PM 
Started by CraigStern - Last post by CraigStern
-- the game can now import level data for lights! These use the <Light> tag, as before--now, however, their info is contained in attributes, making them human-readable. Other than coordinates and type, their attributes are float values; the only type currently supported is "Point Light." Intensity supports values of 0-8.

This, for instance, will produce a medium-strength white-colored Point Light at 4 , 4:

Code: [Select]
<Light type="Point Light" size="1.0" intensity="4.0" y="4" x="4" A="1.0" R="1.0" G="1.0" B="1.0"></Light>
-- the game successfully loads point lights when the level loads, with all of their properties adjusted as specified.

-- implemented the Global Lighting level condition. This takes either 1 or 5 parameters; the first parameter can be either a preset (currently supported: Night, Overcast, Sunset, Indoors, and Cave) or a float value for lighting intensity. The other four parameters are A, R, G, and B values, in that order.

-- completed directional variants for the FenceStone and FenceWood object sets.

-- added action Recruit (previously called RecruitChar); adds a character to a specified roster. One parameter: the character's loadID*; second, optional parameter: the roster number to be recruited to (if not specified, the unit is recruited to the default roster: roster 0.)

-- added action Dismiss (previously called DismissChar); looks for a character that has been added to a roster before; if it finds them, it removes them. One parameter: the character's loadID*; second, optional parameter: the roster number to be dismissed from (if not specified, the unit is dismissed from every roster in which they appear.)

-- added action Transfer (previously called TransferChar); looks for a character that has been added to a roster before; if it finds them, it removes them from one roster and places them on another. Parameters: the character's loadID*, the roster number to be transferred from, and the roster number to be transferred to.

-- updated ActionsReplies.xml with descriptions and parameter guides for the new actions.

-- fixed erroneous positioning of basic cave terrain tile.

-- fixed a bug in which Unity was wiping out the rotation data on directional variations for destructible objects upon spawning them.

-- fixed a bug in which the game would not re-save saved data for characters not appearing in the previous battle.


* if the character has been spawned in battle before, you can substitute its name or an ID[] tag for the loadID--but if it hasn't, this won't work.

 76 
 on: July 26, 2018, 03:07:14 PM 
Started by CraigStern - Last post by CraigStern
-- the dialogue editor now supports duplication of branches (in dialogue) or actions (in scripts); just press the plus button on the right side of the branch/action box, and the corresponding branch or action will be duplicated, then added to the bottom of the dialogue/script.

-- the dialogue editor now displays a message at the top of the screen when you move a branch or a script action to make it more clear what you did.

-- added mouseover tooltips to all of the buttons attached to each dialogue, script, branch, and action box in the dialogue editor.

-- added mouseover tooltips to all of the non-skill action bar buttons in battle (Talk, Grab, Rotate, End Turn, etc.)

-- fixed a null error caused by clicking the Talk button at inappropriate times in battle.

 77 
 on: July 25, 2018, 02:10:50 PM 
Started by CraigStern - Last post by CraigStern
-- got a new background: camp!

-- implemented the new camp background in the Nighttime scene; updated scene UI to work with the new background.

-- you can now access and use the Reserve Supplies screen in the Daytime scene, outside of battle.

-- wrote a new variant on the Perform Music nighttime activity for Jokester characters.

-- programmed functions for managing faction reputations.

-- fixed a bug in which certain variable values (such as the number of days passed) would be carried over when quitting an active game and starting a new game.

-- fixed a bug in which the game would sometimes sign a character up for a partnered activity when they couldn't meet the requirements for any of the corresponding activity narrations.

 78 
 on: July 24, 2018, 03:08:29 PM 
Started by CraigStern - Last post by CraigStern
-- winning a battle now correctly progresses the player to the next scene, as specified in the battle's nextbattle attribute.

-- the game now applies impact damage when units collide from a knockback skill. I've simplified the impact damage formula a bit from TT: the unit getting hit now simply takes Crush damage equal to 33% of the maximum health of the unit that got shoved or thrown into it (but never less than 5).

-- added dialogue trigger information to ActionsReplies.xml.

-- starting to type in a dialogue trigger in the dialogue editor now provides predictive text results in the same fashion as actions and replies; clicking a result yields the trigger's parameter information and general description.

-- if one of the predictive text matches is a 100% match, the editor now auto-selects it...but only if the parameters field is empty. (It does not do this if the parameters field has text because selecting a predicted result clears the parameters field.)

-- fixed a bug in which the game would crash when trying to proceed to the next scene from Nighttime after loading into Nighttime from a saved game.

 79 
 on: July 23, 2018, 02:30:15 PM 
Started by CraigStern - Last post by CraigStern
-- created vertical variants of the door, gate, and portcullis 3D objects.

-- created directional variants for the CastleWall, CaveWall, and HouseWall object sets.

-- halved the maximum camera pan speed to improve the feel of screen edge panning during combat.

-- fixed a bug in which the character screen displayed poison resistance, shadow resistance, and light resistance in the wrong fields.

-- fixed a bug in which the game would reset the objects shown in the New Object window of the map editor every time you opened it, even if you'd last left them narrowed by a particular search term. (This fix makes certain activities, like placing different segments of wall down, a lot quicker and easier.)

-- fixed a typo in one of the Flirtatious attack barks.

-- fixed a typo in the "dance" variant of the Joke nighttime activity.

 80 
 on: July 20, 2018, 02:06:16 PM 
Started by CraigStern - Last post by CraigStern
-- the inventory and counterattacks window in the character creator now has a sub-window you can open to display all non-generated items available in the current campaign. You can then flip between pages and mouse over each item to inspect their properties, and click to add them to your character's inventory auto-magically! (This way, you won't have to memorize all the item names, or have Items.xml open in a separate window just to adjust character inventory within the editor.)

-- added this item sub-window to the Unit Properties window in the map editor as well, for purposes of more easily giving units and destructible objects items in that particular scene.

-- the game now actually tries to find the named music track specified in the scene's musictrack attribute and play it when you load a battle or cut scene.

-- added null-checking to the playMusic() and playSound() methods in the game; this will prevent the game from crashing if the music or sound you try to play isn't found.

-- fixed a typo in the image names for regular and plated non-generated boots.

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