News:

Welcome to the new Sinister Design forums!

Main Menu

Together in Battle Dev Log

Started by CraigStern, February 06, 2020, 05:37:30 PM

Previous topic - Next topic

CraigStern

#750
- 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.

CraigStern

#751
- 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.

CraigStern

#752
- 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.

CraigStern

#753
- 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.