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Author Topic: A new engine!  (Read 23588 times)

CraigStern

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Re: A new engine!
« Reply #330 on: March 21, 2018, 02:18:27 PM »

-- 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.
« Last Edit: March 21, 2018, 04:01:07 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #331 on: March 22, 2018, 02:52:32 PM »

-- 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.
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CraigStern

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Re: A new engine!
« Reply #332 on: March 27, 2018, 03:13:18 PM »

-- 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.
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CraigStern

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Re: A new engine!
« Reply #333 on: March 28, 2018, 02:44:01 PM »

-- 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.
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CraigStern

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Re: A new engine!
« Reply #334 on: March 29, 2018, 03:21:51 PM »

-- 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.
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CraigStern

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Re: A new engine!
« Reply #335 on: March 30, 2018, 01:53:58 PM »

-- wrote more dialogue variations.

-- fixed a couple of dialogue-related bugs.
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CraigStern

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Re: A new engine!
« Reply #336 on: April 02, 2018, 09:04:44 PM »

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

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Re: A new engine!
« Reply #337 on: April 03, 2018, 03:19:14 PM »

-- 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.
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CraigStern

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Re: A new engine!
« Reply #338 on: April 04, 2018, 02:31:10 PM »

-- 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.)
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CraigStern

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Re: A new engine!
« Reply #339 on: April 09, 2018, 02:24:05 PM »

-- 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.)
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CraigStern

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Re: A new engine!
« Reply #340 on: April 10, 2018, 04:05:15 PM »

-- wrote more Greeting dialogue / variations.

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

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Re: A new engine!
« Reply #341 on: April 11, 2018, 02:52:37 PM »

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

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Re: A new engine!
« Reply #342 on: April 16, 2018, 03:23:14 PM »

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

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Re: A new engine!
« Reply #343 on: April 17, 2018, 03:40:15 PM »

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

-- gave artist feedback and writer feedback.
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CraigStern

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Re: A new engine!
« Reply #344 on: April 18, 2018, 02:18:00 PM »

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

-- gave artist feedback and writer feedback.
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