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A new engine!

Started by CraigStern, June 05, 2016, 05:39:11 PM

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CraigStern

#330
-- fixed a bug in which the game would sometimes throw a null error when loading a character's inventory during scene changes.

-- fixed a bug in which the game would treat Immobilized characters as if they could move normally during AI-controlled turns.

-- fixed a bug in which the AI would just skip over characters with 0 steps remaining without considering actions they could take from their present space.

-- fixed a small error in the game's math for determining if an attack hit, which could (in rare instances) result in a target with dodge of 0 dodging an attack with accuracy of 100.

-- fixed an AI oversight: in weighing the costs and benefits of a move, the AI now accounts for the fact that your characters won't counterattack when backstabbed.

-- fixed a bug in which the AI would round TargetValue tags down to 0, causing the game to never target characters with the tag.

CraigStern

-- fixed a bug in which the stat bonuses from a character's equipment would be reapplied cumulatively with each time the player loaded a battle, leading to ridiculous bugged-out stat inflation over time.

CraigStern

-- wrote new greetings, new greeting responses, and new internal variations within existing greetings/greeting responses.

-- characters are now generated with 2 greetings and 2 greeting responses (instead of just one each).

-- when a character says a greeting line or a greeting response, the game now reprocesses that line so that the character says a new variant of it the next time it's chosen for dialogue.

-- tweaked the weights of certain different types of dialogue for determining a character's dominant personality trait.

-- characters now adopt the Sad facial expression when engaged in the nighttime activity Worry.

-- created a new "Crying" facial expression, in which a character's mouth is turned down and their eyes are both shut tight.

-- fixed an issue in which characters' attack lines were not being used in determining that character's dominant personality trait.

-- fixed an issue where cleaning characters would continue to give the player low-food warnings night after night even after food stores reach 0.

CraigStern

-- when a character says a line talking about something they like, the game now reprocesses that line so that the character says a new variant of it the next time it's chosen for dialogue.

CraigStern

-- wrote more dialogue variations.

-- when characters resign, they are now actually removed from the player's rosters, and do not appear again.

-- fixed a bug in which the game would use the wrong tic/laugh phrasing for characters in spontaneously generated dialogue.

CraigStern

-- wrote more dialogue variations.

-- fixed a couple of dialogue-related bugs.

CraigStern

Today's indie dev time was devoted to working on feedback to the writer I hired to write some extra lines for generated dialogue.

CraigStern

-- more writer feedback.

-- fixed a bug that was preventing characters from referring to the listener's name or other characteristics if the speaker was not also the character that triggered the dialogue.

CraigStern

-- fixed a bug in which the player could interact with items in the inventories of characters not under his or her control during a battle. (The unit in question must now either belong to your army, or be Enthralled by one of your characters, for you to have them use/equip/unequip/drop/give items.)

CraigStern

-- wrote new nighttime activity narration specific to certain personality traits.

-- removed the "Extravert" personality trait from the game, and folded its effects into the "Friendly" personality trait. (Extravert simply wasn't producing enough results in terms of giving characters their own distinct character.)

CraigStern

-- wrote more Greeting dialogue / variations.

-- fixed a bug in which the game could freeze when trying to parse a blank greeting.

CraigStern

-- wrote new greeting dialogue for characters with the Loyal personality trait.

CraigStern

-- wrote new Drink Beer, Tell Story, and Volunteer variations for nighttime activities.

CraigStern

-- wrote new greeting dialogue for characters with the Sensitive personality trait.

-- gave artist feedback and writer feedback.

CraigStern

-- wrote new greeting dialogue for characters with the Narcissistic and Sensitive personality traits.

-- gave artist feedback and writer feedback.