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 91 
 on: March 25, 2015, 07:41:59 PM 
Started by CraigStern - Last post by Tunnel-Master
Well, as of version 0.94, I'm still running into that freezing bug in the bridge mission; and unfortunately, this last time, the game didn't seem to produce a log when it went south. :-/ In case it matters, I'm guessing that Ebon Raban is trying to charge his target when he's attempting to make his move (which is when the game's been freezing), but since there's still water separating them, he won't be able to reach them. I've seen those "can't reach target" messages in earlier playthroughs, but they haven't caused the game to hang up before.

This last observation isn't exactly a bug, but it's been happening pretty consistently to me since I started replaying this mission: almost every time that the Ebon engineer places his charges on the bridge, another Ebon character has been caught in the blast. It's usually a cavalier that attacks the charges before a mentalist or crossbowman has a chance to finish them off, although this last time, it was actually another mentalist who hadn't taken his turn before a different mentalist used gravity spike on the charges. And while the cavalier/mentalist who's caught in the blast has always survived the explosion, he's never able to swim out of the water after falling in, regardless of how much energy he has. While this is kind of amusing to watch and it's sort of doing the player a favor, it obviously isn't very realistic that the bad guys would so blatantly damage their own forces; but I don't know how much of a priority realism is for you at this point, on the eve of the release. Those are just my two cents.

 92 
 on: March 25, 2015, 02:51:05 PM 
Started by CraigStern - Last post by CraigStern
--in multiplayer rulesets, all CharClasses.xml classes that players can select from when building their armies must now be tagged Selectable (no parameters). This gives you more flexibility to add character types that would be unbalanced if selectable in the army-building screen, but which would nonetheless be cool to have in multiplayer maps in one capacity or another. ;)

 93 
 on: March 25, 2015, 11:39:54 AM 
Started by CraigStern - Last post by CraigStern
Hm. I hadn't thought about it. Maybe?

 94 
 on: March 25, 2015, 11:04:33 AM 
Started by CraigStern - Last post by bugfartboy
Will custom status effects be able to teach attacks for their duration?

 95 
 on: March 24, 2015, 02:27:37 PM 
Started by CraigStern - Last post by CraigStern
--finished part 12 of the tutorial for making a Telepath Tactics campaign.

 96 
 on: March 24, 2015, 01:01:32 PM 
Started by CraigStern - Last post by CraigStern
--fixed a quirk of the engine that made armies added with the New Army condition get added to the battlefield in reverse order.

--fixed a bug that would cause characters to keep on triggering the promotion scripts a second or third time after reaching level 20.

--made it so the OnCharLevel trigger takes the value of Promoted tags into account.

 97 
 on: March 24, 2015, 08:41:36 AM 
Started by CraigStern - Last post by bugfartboy
Unsure if it's a bug or a feature, but a few seconds after an OnAttackSelect trigger the character that triggered it deselects their attack, especially during the tutorial.  While it isn't that big of a deal, it's a little frustrating for scripts that depend on the trigger.

 98 
 on: March 23, 2015, 08:33:27 PM 
Started by CraigStern - Last post by CraigStern
Ah! I think that's one I actually just fixed the other day. I'm uploading a new build right now, but try updating in an hour or two. ;)

 99 
 on: March 23, 2015, 06:26:01 PM 
Started by CraigStern - Last post by Tunnel-Master
Oh, right. I think this is the most recent one. (The timestamp looks about right, at least.) Good luck!

 100 
 on: March 23, 2015, 02:42:03 PM 
Started by CraigStern - Last post by CraigStern
--finished part 11 of the tutorial for making a Telepath Tactics campaign.

--the game now has 99 saved game slots for you to use!

--fixed a bug in which promoted characters would relearn attacks they already knew upon reaching the levels they learned them at prior to promotion! (As a consequence of fixing this bug, characters can now learn new attacks after promoting; just set the level at which they learn the attack to the amount of their Promoted tag plus their level. For instance: a character who promotes at level 20 and learns a new attack at level 2 of their promoted class should be set to learn the new attack at level 21 in <OnLevelUp>.)

--fixed a bug in which the game would end a character's turn after they leveled up from using a battle primer.

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