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Messages - CraigStern

#1
- once the player gets to Snow Leopard League, the shop now has a 75% chance of having 1-2 medicated bandages in stock per visit.

- the "asking for advice" events will no longer end with a character saying "never mind"--if that's going to happen, the game will now simply find a different event to run.

- fixed a typo in the armorer interrogation.

- fixed a typo in the extended Architect class description.

- new Kineticist skill: Levitate Other. Levitate another character for one turn.

- the psy clash card Leap now lets you draw another card after using it.
#2
- painted a 19th human female hairstyle.

- wrote 44th and 45th loading screen tips.

- the strength of explosive charges now scales with the strength and psy of the engineer who places them (but still deal 20 damage at base).

- further increased Ansh's health for the witness protection battle when playing on Relaxed difficulty.

- fixed: on-death attacks were being applied twice, resulting in double damage (and double application of status effects) from explosive charges.

- fixed: due to a scripting oversight, it was still possible to get the information from the documents in the dissident den raid even if they were destroyed.

- fixed: no sound was playing when minions switched lanes as part of their built-in abilities.
#3
- constrained the pop-up text animation in combat a bit more to make it easier to follow (and easier to tell which character it belongs to in the event of an AOE effect).

- wrote the event that occurs after the second Malatose interrogation, as well as new palace narration.

- wrote some alternate dialogue for the second crush event for cases where the characters are mutually romantically interested.

- wrote a new campsite talk variation for characters who have a crush on their talk partner.

- wrote a new generic campsite talk narration.

- spriggats are now guaranteed to gain Health Proficiency between levels 7 and 12.

- boosted the base level of enemy arena teams in the latter three leagues (especially for Snow Leopard and Tiger leagues).

- arena team leader enemy level scaling increased from additional 20% per match to additional 25% per match once the player reaches Monkey League.

- reduced the influence that speed has on salary levels by 40%, rendering shadowlings and assassins more cost-competitive.

- fixed: in the witness protection battle, even if the kineticist onstage was dead, he would still give his "close the fist" dialogue.

- increased health bonuses for promotions across the board, but especially in the melee combat classes. (My hope is that this will help tanky/defensive characters scale better in the late game.)

- fixed a typo in the dialogue when deciding whether to report to Prince Ajit after the witness protection battle.

- fixed: the bathing event did not queue up the chance of a follow-up event where one character asked the other on a date.

- fixed: adding support for finding characters by load ID in a past update broke the Unlock Door skill, causing the game to think the character was attempting to unlock whichever proc gen character was first recruited because they happened to have a blank load ID.
#4
- new Engineer skill added to the game: Place Brazier. Creates a lit brazier on the battlefield that reveals fog of war in a 2-tile radius around it (and burns enemies who attack it in melee).

- boosted the effect of strength and psy on the maximum health of created objects: they now receive added max health equal to 133% of the creator's combined strength and psy. (Previously, it was 100%.)

- new optional parameter added to SpawnUnit and the Generate-Unit-type script actions: Drop Unit. If set to true, causes the unit to drop onto their space from somewhere above the battlefield when they spawn, a la an item drop.

- fixed: when multiple scripts were attached to the same skill or item, the second script would have its first action run out of order.

- fixed: if OnVictory dialogue was spawned for the enemy army, using a WinBattle action or reply to change it to a player victory would not prevent the game from showing a "Defeated" pop-up regardless.

- fixed: due to a formatting error in the new, modifiable item attributes table, poisoned and blazing weapons were bugged and could freeze the game upon being equipped.
#5
- finished the new random event battle!

- new, optional third parameter for the OnTalk dialogue trigger: Enforce Positions. If set to true, this specifically requires the triggering character to be as described in the first trigger parameter (rather than letting the second talk partner take on the role of triggerer).

- fixed: the "Neutralized" status effect was missing from the localization file and causing the game to throw a null error when applied.

- fixed: the AddStatus script action was no longer announcing the applied status effect.

- fixed: the game's unit-spawning, unit-generating, door manipulation, change dialogue character, and roster manipulation script actions were still missing minimum parameter checks.

- fixed: the game would still show the dialogue menu in the very first branch of dialogue even if the branch contained a HideDialogueBox action.

- fixed:the game was still showing the actions bar and portrait for AI-controlled characters hidden in fog of war.

- fixed: the game could show incorrect actions bar information for AI-controlled characters moving after an ally hidden by fog of war.

- fixed: characters using Light attacks and Staggering weapons could attack spiked barricades and fires without taking damage.

- fixed: if an AI-controlled character blinded a player-controlled character in a fog of war map, the game would suddenly treat the AI army as if it were player-controlled for purposes of updating the fog of war, thereby revealing most of the map.

- added documentation for ShowDeckButton and HideDeckButton to the in-game reference.
#6
- wrote the cutscene portion of a new random event battle.

- when selecting characters for random events, their tooltips now show morale in lieu of counterattacks.

- lit battlefield objects (such as braziers, candelabras, campfires, and lamps) now create visible areas within fog of war maps.

- fixed: the "Black" cutscene background was not usable.

- fixed: the CastleSandstone tileset's transitions between other tilesets were not working.

- fixed: fog of war tiles would not update when unequipping a torch or other Perception-affecting item.
#7
Hey seedship! That's a bug--there aren't any usable save slots past 99.
#8
- wrote a new two-person sparring narration for Suave characters.

- changed out the 1-in-3 chance of spriggats learning Mind Blast as their miscellaneous psy skill for a 1-in-3 chance of learning Kinetic Gust.

- fixed a typo in one of the rest narrations for flirtatious characters.

- character tooltips in training now display each character's base strength, psy, and accuracy in lieu of counterattacks.

- when loading up a save file from the demo campaign in the full game, the game will now automatically convert it into a main campaign save file!
#9
General Discussion / Re: So, what do you think?
May 05, 2024, 01:22:28 PM
Sounds pretty blasphemous to me! 😉

(Just kidding--that sounds fun)
#10
- wrote the second interrogation of Malatose.

- added dialogue options to the initial meeting with Manbir Raksha where you can ask him for advice on how to conduct the interrogations.

- shields are now generated with higher base health bonuses.

- when grabbing an item sack with equipment in it in battle, if the grabber can use the equipment and they have nothing equipped in that slot, the game will now prompt the player if they want to auto-equip the thing they grabbed.

- fixed: equipment-modifying items (such as repair kits and whetstones) were not usable in camp.

- fixed: on certain occasions, item sacks on top of bridge tiles became non-interactable.
#11
- updated scripting in Battle in the Dissident's Den to activate Hari and his group if the player strays too close to the west door in his office.

- updated scripting in Battle at the Northern Stepwell in case the kidnappee is a golem or spirit and, simultaneously, a golem or spirit is the one to reach them.

- changed the Pocket Sand skill's element from Poison to Light so that it can affect golems.

- shuffled around the timing of certain random events.

- increased the rate of enemy level scaling in the Save Grandpa event battle slightly.

- added some safeguards to ensure that a fall into a chasm will always be an insta-K.O. (even if falling 10 levels of elevation might not otherwise cause enough damage).

- increased the energy cost of Place Charges and Place Timed Charges to 8 and 10, respectively.

- camp activity narrations can now be tagged with a reqsRomanticCompat attribute.

- characters no longer deliver flirty dialogue lines to characters with whom they are not fundamentally romantically compatible (i.e. correct gender and species, to who they are not related).

- fixed: the description for Place Timed Charges contained the wrong after-attack behavior.

- fixed: the game was freezing whenever a player-controlled (non-AI) character used Defensive Stance.

- fixed: attempting to use an item in a character screen during deployment at the start of battle would fail without providing a pop-up message.

- fixed: the rear horn in a spriggat's portrait would appear incorrectly scaled, positioned, and colored if a prior character portrait contained a hair accessory.

- fixed: the romantic compatibility check function hadn't been updated since the game gained the ability to generate NPCs as full characters (meaning that blood relatives were not being automatically excluded from romantic compatibility).
#12
- item sacks now visually drop into place when fans throw items onto the battlefield in the arena.

- proc gen spriggats now have +3 base health across the board.

- proc gen cavaliers now either gain a lance counterattack or heavy armor mastery, not both. (They are guaranteed to learn heavy armor mastery if they promote to a Mantis Knight, however.)

- proc gen cavaliers now start with 20% lower base Energy.

- proc gen cavalier base salaries are now higher.

- training energy for cavaliers now costs 8 times as much as it does for every other class.

- fixed: after introduction of the new, more efficient parabolic arc code, objects chucked with skills like Toss and Throw were no longer getting parabolic arcs.

- AI fix: due to a quirk in how C# handles integer division, the AI was not applying any penalty to attacks against targets with non-lethal counterattacks.

- fixed: it was possible for inorganic destructible objects to get the Poisoned status despite having 100% Poison resistance, just so long as the skill conferring the status was not of the Poison element.

- fixed: golems and spirits could acquire moods of types that made no sense for them (e.g. Starving or Sick).

- fixed: if movement speed was set to instant, doors that AI-controlled characters moved through would not be opened and scripts triggered mid-move via the MoveOver trigger would not be triggered.

- added missing in-game documentation for the Move Over unit trigger.
#13
Together in Battle / Re: Together in Battle Dev Log
April 30, 2024, 09:18:01 AM
- wrote a new info response line for religious characters.

- darkened the background strip behind camp activity narrations to make the text easier to read against lighter backgrounds.

- if the avenger remains after the conclusion of the revenge quest event chain, their background and secret dialogue will now change to acknowledge what happened.

- whenever you register for a Psy Clash tournament, you now receive two random, complimentary Psy Clash cards before the tournament starts. You can use these in the tournament, and will keep them regardless of whether you win the tournament.

- unit tooltips can now display a different fourth stat besides counterattacks for their appearance in menus.

- unit tooltips will now display morale instead of counterattacks during selection for a one-on-one in camp.

- unit tooltips will now display strength instead of counterattacks during selection for laboring at the docks.

- fixed: the text sprite for Drowning Res. was missing (most noticeable in shop interface explanations for why certain characters want aquatic armor).

- fixed: with Vindictive and Vengeful equipment that would replace a filled slot, the shop interface was still failing to display the sprite for additional counterattacks granted by the equipment.

- fixed: Religious characters' greeting responses were inappropriately referencing the god of their dialogue partner rather than themselves.

- new script action: AddCharDialogue. Adds a line of non-combat dialogue (i.e. one used during camp activities) to the character's repertoire. Parameters: Character Name,Dialogue Type,Dialogue String,Facial Expression (optional),Response Type (optional). Supports an arbitrary number of miscellaneous properties after Response Type as well--anything used in CharAttributes.xml will work (in the format mor1=1, hp2=-10, etc.)

- new script action: RemoveCharDialogue. Behaves much like AddBark, but is intended to remove non-combat lines of dialogue (i.e. those which are used during camp activities) instead of combat barks, and the "All" parameter will only affect those camp lines. Has one additional, optional parameter which, if set to true, will make the character "forget" having spoken dialogue of this sort before in camp.

- new special character supported: -GOD2-. Gets changed to the name of the deity worshipped by the secondary character in the conversation (if any), or to "no one" if they are atheist.

- new special character supported: -BIO2:X-. Gets changed to the appropriate bio detail the secondary character in the conversation (if any), with 'X' being the bio detail type (region, hometown, hometownSize, raised by, siblings, worships, and religion).

- added missing documentation for the pitch range parameter in the PlaySound script action.
#14
Together in Battle / Re: Together in Battle Dev Log
April 29, 2024, 10:58:42 AM
- characters who clean together now gain friendship with one another.

- increased the positive morale effect of rainstorms on the characters who like them.

- updated the description of Feedback to make its self-healing effects less ambiguous.

- if you reach a day with a scheduled league match and you have no one left in your roster to fight, the game now detects it and queues up a scene where the arena manager chews you out.

- new sound effect: Crowd Booing Muffled.

- new ending added: banned from the tournament.

- new achievement: Kicked out.

- fixed: the Challenger and Brutalist achievements would only trigger if starting a playthrough on roguelike mode.

- fixed: with equipment that would replace a filled slot, the shop interface was still only showing a comparison of one stat maximum (rather than the intended 1-3), and could display a stat penalty as a reason for wanting the equipment.

- fixed: the Sick status effect had started making skills cost 2,000% their normal energy cost instead of 200%.

- AI fix: due to a quirk in how C# handles integer division, the AI was not applying a penalty to attacks against targets with non-lethal on-death attacks (such as explosive charges).

- fixed: you could visit the trainer with 0 characters in your roster.

- fixed: the game would throw an error if the player reached the Festival of the Ascendant Lights with no characters in their roster.

- fixed: the game would get caught in a loop if the player received Manbir Raksha's summons after the festival with no characters in their roster.

- fixed: the game was skipping over the "alone in camp" narration on evenings where no one remained in the roster.

- fixed: the game could still display buttons in custom menus twice if they were preceded by hidden buttons.

- fixed: the game wasn't counting the Festival of the Ascendant Lights toward the days that characters were out training, working, vacationing, or in the infirmary, resulting in them all returning a day late.

- fixed: it was sometimes possible for characters involved in a Talk activity to have their own, independent activity later in the same evening.

- fixed: the camp activity generator's infinite loop break code was incrementing the iteration number in the wrong scope, and so was not working correctly.

- added minimum parameter checks to about a half-dozen portrait-related script actions that were missing them.
#15
Together in Battle / Re: Together in Battle Dev Log
April 28, 2024, 08:38:41 PM
Changes for version 0.6.30:

- wrote new like/hobby dialogue for characters with the depressive personality trait.

- wrote new generic Talk narration.

- wrote new Talk narration for depressive and introverted characters.