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#91
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 11, 2025, 12:38:39 PM
- added a bunch more day logs recording the outcome of various random events.

- improved wording for the Ally Gift event; getting it right now improves the asker's morale by 2 in addition to improving their relationship with the other character.

- added an extra 1.5 seconds of delay between the end of Teach dialogue animating onscreen and the new skill pop-up occurring.

- fixed an error in how the game records which dialogue a character has had with another character.

- fixed: an XML formatting error was preventing the game from loading two other plot battles.

Pushed the above as hotfix v. 0.9.80c.

- health proficiency now increases Health by 3 instead of 2.

- 2 of the 3 Nothing Happens events are now stripped out of the evening events hopper as soon as the player reaches Duomensis.

- fixed: Manbir Raksha's eye and mouth positioning and scaling data had not been updated to match the increased base scaling of his portrait.

- fixed a typo in one of the Practice camp activity narrations for Suave characters.
#92
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 10, 2025, 04:57:56 PM
- fixed: in a bunch of events, if a second character who has a nickname for the first character is cast as the secondary character for the event, the secondary character's chosen nickname could end up being used instead of the first character's actual name in event narration.

- fixed: there was no babble sound effect attending Malatose's dialogue if you spoke to her upon returning to the palace immediately following her initial interrogation.

- fixed: a number of branches during the initial interrogation of Prince Ajit where the player attempts to scan him are incorrectly formatted, causing the scene to reset.

- new sound effect: Liquid Pour.

- updated the assets list with new sound effects, loops, item graphics, and skill graphics.
#93
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 10, 2025, 06:50:03 AM
- fixed: an XML formatting error was preventing the game from loading the dissident interrogation scene.

- fixed: Vengeance could be used through walls.

Due to the dissident interrogation bug causing a hard stop to player progress, pushed an update as version 0.9.80a with all of the above; pushed hotfix 0.9.80b with the below.

- added day logs to document the outcomes of various event battles, including Shadowling Grandpa, Strikebreaking, Save the Travelers, Duel in the Streets, Golem Attack, Thief Attack 1 and 2, both of the Heemank Ambani sparring battles, the Revenge Quest Battle, Battle in the Northern Stepwell, and Battle in the Smuggler Den.

- boosted the scariness of the golem reinforcements in the Golem Attack battle.

- fixed: there was a scripting error preventing the bandit fight from occurring during the second traveling merchant event.

- fixed: there was a scripting error preventing the fight from occurring during the blacksmith rescue event.

- fixed: the new code allowing skipping through certain early-game plot dialogue trees was causing a slew of null errors when activated.

On a side note, I just counted: there are 22 hand-designed battles in the game (12 random event battles, 5 hand-designed arena battles, and 5 hand-designed main plot battles) in addition to the game's limitless supply of proc gen fights. Not too shabby. :)
#94
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 09, 2025, 12:50:05 PM
- added about half a dozen new variants to possible Fantasize narrations.

- fixed: in rare instances, the battlefield generator could sometimes stop short of generating all of the required deployment spots for a battle.

- fixed: during the event A Nice Bath, the initial narration inappropriately uses a second character's nickname for the first character rather than the first character's name.

- fixed: campaign-specific camp activity narrations sharing the same ID as default narrations would not prevent the default ones from being loaded in the pool of available narrations.

- fixed a couple of minor scripting issues in the Gharial League Qualifier battle.

- fixed: the game's prohibition against non-flyers launching melee attacks against targets on a space with an elevation difference of 2 or greater was not being applied to skills where the attacker moved to the target over a distance (such as Charge).
#95
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 08, 2025, 02:31:56 PM
- fixed: the game was missing certain operations for float values (such as floor and ceiling), causing it to inappropriately set float values to 0 when encountering these operations in contexts such as the TargetPreference unit tag. This, in turn, was causing thieves to completely ignore chests in battle instead of prioritizing them.

- fixed: in some rare instances (such as where an AI unit ends its turn by swimming onto a land tile with reeds), the game could end up running a coroutine to wait and then execute the next move twice, resulting in the game running the next two AI moves concurrently.

- fixed a minor scripting issue in the first interrogation of Malatose.

- fixed: data for hobbies and miscellaneous likes could get mixed up for custom characters.

- fixed: code intended to check what types of dialogue a unit had engaged in with any other unit was not working as intended.
#96
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 07, 2025, 10:45:07 AM
- scripted logic for the game in case the player fights in the tournament championship without first completing the main plot.

- added arrow buttons to the day log viewer; you can now use these to browse through day logs without leaving the viewer.

- the day log viewer now tells you the exact date of the logs being displayed.

- new element support in custom character creation: background. This lets you choose your character's life skill from before they joined up.

- rearranged elements on the character creation screen to keep the explainer pop-up from obscuring the character portrait.

- fixed: red spriggats were getting much lower boosts to maximum health from promoting than every other spriggat type.

- fixed some bad scripting for some of the character chatter during the game's primary bad ending.

- fixed a small graphical issue with NextScene replies during a late event in camp.

- new optional parameter for the PlayLoop action: volume percentage. Supply an integer from 1 to 99 to have the game play the loop at that percentage of its normal volume. (If you put 100, there's no reason to use the parameter to begin with; and if you use 0, you might as well not play the loop.)
#97
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 06, 2025, 07:53:04 AM
- increased the chance of characters who talk in camp having a narrated conversation instead of specific dialogue from 40% to 50%.

Pushed an update as version 0.9.80 with everything prior (but closing off access to the endgame).

- received, integrated new Whirlwind animations for royal axe guards and Manbir Raksha into the game.

- renamed the glossary button to signal that it also contains maps.

- fixed: it was possible for custom characters who had previously been recruited to show up again in recruitment, allowing the player to recruit a second copy of that character at level 1.
#98
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 05, 2025, 11:29:38 AM
- worked on the ending some more.

- characters with the Sugar Fiend trait are now generated with tags that give them Move Bonus status after eating Ladoo. (This change is not retroactive to characters created before the patch.)

- added alternate dialogue to the Praetor Nero arrest scene in case the player is discovered because of time running out.
#99
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 04, 2025, 11:53:13 AM
- wrote more ending slides.

- after a certain number of in-game days (200 in Relaxed difficulty, 140 in Challenging, and 100 in brutal), the game now locks the player into the first bad ending.

- the time limit is now another customizable value under Custom Difficulty.

- wrote alternate dialogue for Nihal Agarwal if the maharaja dies and you visit the shop.

- Ladoo now shows up in the consumables section of the shop upon reaching Monkey League.
#100
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 03, 2025, 11:07:43 AM
- worked on the ending some more; wrote numerous "slides" describing what happened to various of the game's characters after the conclusion of the story.

- fixed: one of the flirtatious "miscellaneous like" lines incorrectly referred to hobbies instead.

- fixed a typo in part of the scripting for the Lost Kitten event.

- fixed a typo in part of the scripting for one of the bad endings that could cause golems and spirits to offer dialogue inappropriate to their nature.