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 on: July 10, 2019, 11:24:48 AM 
Started by CraigStern - Last post by CraigStern
-- finished up the Little Lava Cave multiplayer map using the new Cave tiles.

-- recreated the River of Fire multiplayer map in the new engine.

-- created generic Swordsman, Kineticist, Crossbowman, Engineer, Stone Golem, and Dark Spriggat characters for use with the multiplayer maps.

-- created a default roster for the above characters, along with a basic menu that lets you choose a map to play, in the Introduction scene for the Multiplayer "campaign."

-- in the Character Creator, the game now warns you when you have unsaved changes and you click New Character, Generate Character, or Load Character. If the current character is complete, the game will auto-save it for you before proceeding; if not, you'll be given the choice of abandoning your character or not.

-- fixed: the game could produce a null error when using the Generate Stats for Level window in the character editor.

-- fixed: the Character Generator would fail to generate a sprite set for generic golem characters.

-- fixed a graphical blemish on the generic male Kineticist portrait.

-- fixed: damage dealt to characters in allied armies was counted towards your Damage Dealt for scoring at the end of battle.

-- fixed: it was possible to erase Damage Taken (or even end up with negative Damage Taken!) on the scoring screen at the end of battle through healing one's characters.

 on: July 09, 2019, 03:08:04 PM 
Started by CraigStern - Last post by CraigStern
-- finally settled on a name for this new game: Together in Battle!

-- grabbed the URL for the game's name.

-- drew up a contract for the game's box art with an artist I found on DeviantArt.

-- created all the directional variants for the single-width cliff face Cave tiles; created all the chasm, water, and lava transitional variants, and created all remaining tile data for the set.

-- commissioned sandstone (i.e. desert) texture variants on the existing Street and Cave tilesets.

-- new dialogue trigger: OnSkillSelected. This is an updated version of the old OnAttackSelect trigger. It has 3 parameters, any of which can be replaced by -ANY-: (1) skill name, (2) army number, and (3) character name. Dialogue will be triggered when the skill is selected by the named character on the specified army.

-- new script action: ClearSkills. This is like RemoveSkill, but it removes every natural skill the unit possesses. One parameter: unit name.

-- the game now implements the Exploration Mode condition, preventing the player turn box from showing up in battle, treating all units as movement 12, and never taking away steps from characters after they move.

-- weather effects now have different 3D start rotation to better match the camera perspective.

-- fixed: it was possible to see the "edges" of the weather effect area. Weather effects are now tied to the camera so they remain consistent regardless of map dimensions.

-- fixed a graphical glitch involving certain of the wooden fence 3D object assets.

-- updated the scripting for the first few scenes of Telepath Tactics to fit changes made in the new engine. The old campaign is now playable through to the end of the Training tutorial scene.

 on: July 08, 2019, 01:57:46 PM 
Started by CraigStern - Last post by CraigStern
-- received, imported new single-width cliff face variants for the Cave tileset! Filled in their tile data.

-- received new cut scene background: Somnus home interior!

-- wrote some new attack bark variants.

-- the scenes overview in the campaign editor now shows little arrow icons for scenes containing a Next Scene attribute, and tells you the scene it's linked to on mouseover.

-- the skill editor now provides a visual preview of each skill's AOE pattern, generated dynamically based on the text entered.

-- the skill editor now throws an error if you try to save a skill that has no post-usage behavior (i.e. afterAtk) defined.

-- the skill editor now sets the affects field to Health  and the post-usage behavior field to End Turn automatically by default when creating a new skill.

-- fixed: the skill editor didn't have the post-usage behavior text field hooked up properly.

-- fixed a few edge cases in the game's autotiling logic.

-- fixed a bug in the game's MoveUnit and MoveUnitBy script actions that was preventing them from working correctly.

 on: July 05, 2019, 01:02:14 PM 
Started by CraigStern - Last post by CraigStern
Had yesterday off for Independence Day; but now it's back to work!

-- gave artist feedback.

-- fixed: in the Cut Scene editor, if you removed dialogue from the current frame, the dialogue window would still be showing in the editor's preview pane afterwards as though nothing had changed.

-- fixed a bug that could cause the game to get stuck on the victory screen at the end of a battle.

-- fixed a really dumb typo that would sometimes cause characters to never have an available narration during nighttime activities, producing a range error.

 on: July 03, 2019, 01:50:39 PM 
Started by CraigStern - Last post by CraigStern
-- created a new variant on the fruit stand destructible object with a green awning texture.

-- fixed a few bugs.

 on: July 02, 2019, 02:55:51 PM 
Started by CraigStern - Last post by CraigStern
-- you can now delete player-created characters in the Campaign Editor. (The game will ask you to confirm before deleting.)

-- new tag: BonusDmg. Allows a character skill (and skills dependent on that skill) to deal a set amount of bonus damage of an element different than that skill's own element. Three parameters: (1) Skill Name, (2) Amount (integer), and (3) Element.

-- proc gen Poisoned and Blazing weapons now deal 4 bonus Poison damage and 4 bonus Heat damage, respectively, by granting the BonusDmg tag for all skills those weapons grant while equipped.

-- began transferring all data relevant to the game's bazillion classes into a new Classes.xml file, both for autopopulation purposes and--eventually--with an eye to supporting custom character classes.

-- the Generate Unit submenu within the Map Editor's New Unit menu now does predictive text on the chosen character class field, and does error-checking to ensure that a) a valid class was entered, and b) that the unit hasn't been given a forced species that is invalid for the supplied class.

 on: July 01, 2019, 01:37:29 PM 
Started by CraigStern - Last post by CraigStern
-- created a Music selection menu that displays all music in the game and all music in the custom campaign's Music directory; it lets you preview and select tracks for the current scene, and sticks an X in front of tracks that lack the necessary file extension.

-- added the music browser button and music browser to both the Cut Scene Editor and the Map Editor.

-- added all sound effects in the game to the default assets list for browsing.

 on: July 01, 2019, 06:43:27 AM 
Started by CraigStern - Last post by CraigStern
All good observations! Memory Hole, I think, is one that separates people who understand the game from those who don't. People start off being like "Why would I ever use this?" then eventually come around to "This card is essential."

 on: June 30, 2019, 04:50:08 PM 
Started by CraigStern - Last post by ArtDrake
Now that I feel like I understand the game a bit better, I've come to appreciate a deck that can get the cards I want into my hand quickly, since the actual turn-count of an average game (at least with two players) feels quite low, so having to sit around for three turns to exhaust your deck, then four more to actually get your newly purchased marketplace card into your hand after the deck reshuffles (to name a worst-case scenario) is pretty intolerable. To that end, I like:

- aggressively pruning low-utility cards with Memory Hole to keep my deck lean (looking at you, Pious Benefactor);
- cards that let you draw other cards (Confirmation Bias!);
- cards that let you root around in your deck for the cards you want;
- and cards with low belief cost (since the more cards you play past your third during your turn, the more you get to draw on your next turn!).

Also, I've come to realize that Edict has a lot of denial power, in addition to its aforementioned virtues as a tool for surprise maneuvers; you can use it to move targeted low units out of range of an enemy miracle, or move them into a destination tile (say, for Pilgrimage or Teleport) to block.

 on: June 30, 2019, 01:44:01 PM 
Started by CraigStern - Last post by CraigStern
-- when creating a custom campaign, the game now sticks Music and Sound subfolders in it for any custom music or sounds you wish to use.

-- related to the above: the game now supports custom music and sounds in user-created campaigns! :D Simply stick Custom/ in front of the name of your chosen audio to have the game pull the track from your campaign's Music/Sound folder. (Just make sure it's an Ogg file, as Unity doesn't support streaming mp3s at runtime on desktop.)

-- improved the music button graphic.

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