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 91 
 on: August 10, 2014, 10:00:15 PM 
Started by CraigStern - Last post by bugfartboy
Will it be possible in the future to change a unit's name with the setstat action?

 92 
 on: August 10, 2014, 09:08:01 AM 
Started by CraigStern - Last post by CraigStern
-fixed a bug that was causing battle primers to remain the character's inventory after use, thus permitting unrestricted leveling

-fixed a bug that was causing characters' turns to end after leveling up even when the attack that leveled them up would not have ordinarily ended the character's turn

 93 
 on: August 09, 2014, 03:25:54 PM 
Started by CraigStern - Last post by CraigStern
--fixed bug where the actions menu does not reappear after you click to close the detailed character info screen

I've updated the game's installers online. Early access backers, update away! ;)

 94 
 on: August 09, 2014, 10:53:38 AM 
Started by CraigStern - Last post by CraigStern
Got it; thanks!

 95 
 on: August 09, 2014, 10:50:46 AM 
Started by CraigStern - Last post by CraigStern
--fixed a few bugs that were preventing procedural level generation from working properly after the support I added for custom random level types. After a bit of testing, I got the game to generate a random forest level. :)

The parameters that generated the battle shown below:

Code: [Select]
nextbattle="GENERATE_RANDOM_LEVEL[Forest/Camp 1/Dungeon/1/21/16-22/2-6/Bloodbeard's,Bandit:Bloodbeard's,Bowman/Global Lighting,Daylight:Protect Char,0,Emma Strider]"

 96 
 on: August 09, 2014, 10:03:38 AM 
Started by CraigStern - Last post by bugfartboy
I noticed that in the manual OnCharSelect, OnMoveComplete, and OnAttackSelect say "if no parameters are specified, it will trigger the conversation as soon as the player (selects any character.)/(finishes moving any character to any space.)/(selects an attack.)" Are there actual parameters that can be used with these triggers? I'm particularly interested in OnAttackSelect.

 97 
 on: August 08, 2014, 08:09:31 PM 
Started by CraigStern - Last post by bugfartboy
The KillCharAt action in the manual is numbered 2, between 39 and 40.

 98 
 on: August 06, 2014, 01:55:21 PM 
Started by CraigStern - Last post by CraigStern
--new tag: Promoted. The Promoted tag takes one parameter: the character's levels gained prior to getting promoted. The game takes this value and uses it to affect experience scaling going forward, both for its own experience gained from attacking enemies, and for the experience other characters get from attacking it.

For example: let's say that Charles Brisbane the Cavalier reaches level 20 and promotes, becoming a level 1 Mantis Knight. Without a Promoted tag, he'll suddenly start getting loads of experience for attacking and killing level 5 (or 10, or 15) characters, even though they're technically much less experienced than he is. So we need to add the tag Promoted,19 so that he's treated as the level 20 character he effectively is.

Another example: let's say that the player has to fight Igor Bloodbeard, a level 5 Marauder. The Marauder is the promoted version of the Bandit, so Igor is effectively level 24. If we don't give Igor the Promoted tag, and the player slays Igor using a level 10 character, that character will get very, very little experience for the task, since the game will treat him as slaying an enemy half his level!

 99 
 on: August 06, 2014, 12:30:38 PM 
Started by CraigStern - Last post by CraigStern
--I've now written the optional campground chats with Zimmer Thrawn, Meridian, and Rebecca Flare, and added them into the game.

 100 
 on: August 06, 2014, 05:11:04 AM 
Started by CraigStern - Last post by CraigStern
--fixed a bug where SpawnChar was causing characters with a sex attribute of Either to spawn invisible.

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