News:

Welcome to the new Sinister Design forums!

Main Menu

Developer's Log

Started by CraigStern, February 11, 2013, 07:19:44 PM

Previous topic - Next topic

CraigStern

Phew! That was a whirlwind of a launch. :-X

Release post: http://sinisterdesign.net/telepath-tactics-has-been-released/
Steam page: http://store.steampowered.com/app/357940
GOG page: http://www.gog.com/game/telepath_tactics

I've been answering a ton of backer and press emails over the past couple of days, but it's time to start hunkering down and fixing bugs! So far I've gotten to the following:

--fixed a show-stopper bug on Linux due to inconsistent capitalization (turns out Linux is very sensitive to that sort of thing)
--fixed a bug in which barudit in multiplayer all had "null" for names

More to come!

CraigStern

--fixed incorrect Objectives description during the apple-gathering battle
--fixed incorrect coloration of Silithis's portrait during her visit to Adelbrae
--fixed a bug in which the game could sometimes freeze when a character moved over and triggered a trap, if that character happened to appear on the battlefield after the trap did

CraigStern

--figured out the cause of the problems being produced by the "Who can use this?" button in the merchant screens; fixed it!

CraigStern

--added an additional visit to the merchant in Coria, right after the battle with Umber Gnawbone.
--added a confirmation box to notify the player when he/she's about to overwrite an existing save file.
--hopefully (fingers crossed!) fixed the issue that was causing some Steam users to experience an install error that required separately updating their Adobe AIR installation.

CraigStern

--pushed version 1.01 with the changes above!

Continuing on with fixes and changes for the next update...

--fixed a bug that prevented you from recruiting Meridian if you somehow managed to kill every enemy during her rescue mission. You now auto-recruit her if you kill every enemy.
--I noticed a couple of conditions that I'd forgotten to document in the manual: Defeat Scene and Victory Scene. Added them. Also added documentation for the WhoCanUse script action.
--new script action: EnemiesLeft. Counts the enemies remaining on the battlefield for a particular army, then automatically sets a custom val named _EnemiesLeft equal to that number. One parameter: army number (the number denoting the army whose enemies the game must count). Optional second parameter: enemy army number (will limit the counting to only characters belonging to that specific enemy army).
--new script actions: EndBattle and LoseBattle. These do the same thing as their associated reply types, but they act instantly, without waiting for the player to click.

CraigStern

--crossbowmen can now wear leather armor, chain mail, and iron helms.
--arbalists can now wear those things, plus partial plate.
--fixed some outdated information in the manual which stated that the text between <Item> and </Item> in ItemClasses.xml would behave like SetVal. This has not been the case for some time! It has been changed to reflect its new function, which is running scripts whenever the item is used.
--finished Part 16 of the tutorial for making a Telepath Tactics campaign, explaining how to mod new items into the game.

CraigStern

--increased the size of the text in drop lists somewhat (from font size 11 to 12).
--created untextured versions of all of the game's UI, for people who find the marbled background difficult to read against.

CraigStern

--once they reach 4 counterattacks, characters no longer get more counterattacks from leveling up.

CraigStern

--moved existing mod work from around the forums into the Misc. Mods category.
--put in a failsafe to keep the game from freezing during the computer's turn when the only enemies remaining in the computer's army cannot move due to being frozen or stunned.
--put in a failsafe to keep the game from freezing when the last enemy dies at the start of the computer's turn (as from burning or drowning).
--fixed a bug in which characters killed by the DamageChar and DamageCharAt script actions (such as those caught in the drawbridge during the bandit fortress escape) would not be removed from the battle, and would instead continue wandering around with negative health.

CraigStern

#804
--fixed a bug that would sometimes occur when a trap killed a character in the middle of his or her move.
--fixed typos in the Rescuing Meridian battle that unintentionally rendered the battle much easier to beat by killing all enemies than intended. (Which explains why so many people were beating it that way!)
--fixed a bug in which battle primers would not give characters who used them experience points during free exploration mode.

CraigStern

--created a How to create a campaign thread in the Telepath Tactics Campaigns forum with chapter-by-chapter links to the modding tutorials.
--fixed misalignment of certain UI elements in the New Match menu when selecting a Capture the Flag match.

CraigStern

--changed the fxLast attribute in items (which was not actually being used in the engine) to itemValue.
--assigned itemValues to all items in the main campaign.
--new script action: GetItemValue. Finds the itemValue of the named item, then sets a custom val named _ItemValue equal to that number. One parameter: item name.
--new special character: -ITEMVAL:X-. Is replaced by the value of a new instance of the named item in dialogue, where X is the name of said item.

CraigStern

--you can now open the Save Game menu and manually save your game in a different save slot during deployment at the start of each mission.
--fixed an annoying UI thing where the cursor would remain a hand after mousing onto the common inventory or deployment screens; it now turns into an arrow for more precise clicking.
--changed the after-attack effects of Awareness, Levitate and Hover from Unlimited to Use Once so as to avoid over-exploitation of these abilities for experience points. (All of them are really only useful once per turn anyway.)

CraigStern

--fixed a bug in which player-built bridge tiles with characters standing on them would not be removed from the path of the drawbridge before the stone bridge was spawned in the bandit escape mission, leading to bugs in which the AI characters would target the old bridge as if it were still there

--new script action: RemoveObjsAt. Like RemoveCharAt, but it specifically removes every destructible object found at a set of coordinates (including bridges).

--the save file for procedurally generated levels now displays the type of procedurally generated level instead of the crazy string of words, numbers, and symbols that the game uses to generate the level.


CraigStern

--fixed a bug in which the player could open up the settings menu during the enemy turn and surrender on the enemy's behalf, then get the Victory screen.

--fixed a bug in which the attacks the game would load for each character were artificially capped at 7.