Well, Craig, I just drooled.Ditto, just looking at the minimap in the corner tells me a lot of work must be going into that game.
I think a "Capture the Flag" game type would be great for this game... that's an opinion. :P
Is it going to have a storyline or just be about the battles?
How about "King of the Hill?" ;DI think a "Capture the Flag" game type would be great for this game... that's an opinion. :P
Believe it or not, that's already in-game and working. ;)
When you say "multiplayer", will it be on one computer like TRPG2 Duel or will it be at two different locations like XBOX LIVE?
Will it have a story and a campaign like Age of Empires, Empire Earth, and Halo Wars?
What are some of the "24 unique unit classes"?
SwordsmenAnd I'm already dying of anticipation... don't worry, no pressure, so long as you can get the game up.
Spearmen
Bowmen
Crossbowmen
Assassins
Cavalry (scorpion riders)
Lizardmen
Engineers
Stone Golems
Bronze Golems
Energy Golems
Spirits
Mentalists
Pyrokineticists
Cryokineticists
Photokineticists
Skiakineticists
Psy Healers
Red Spriggats
Frost Spriggats
Black Spriggats
Golden Spriggats
Shadowlings
Phantom Armor
I don't know what the Skiakineticsts are.Mentalist=Mental Psy
Phantom Armor - the hardiest of the flying units, with powerful slashing attacks but low movement speed. Phantom armor can regenerate itself when damaged.Will the Phantom Armor of Telepath Tactics (TT) be the Phantom Armor of TRPG2 or the Ghost Knights of TSoG?
It would almost require some type of internet connection between players, because it is difficult to organize people to play (much like it is difficult to get people to play even the most fun board games).When you say "multiplayer", will it be on one computer like TRPG2 Duel or will it be at two different locations like XBOX LIVE?Right now, it only supports hotseat play a la TRPG2 Duel Mode. The goal, however, is for it to support legit multiplayer as well.
So Telepath Tactics will have little to no story like TPA2, while an improved sequal will be story filled like TSoG? I think the Telepath world has a very good mythos, so it would be a waste to not expand it.Will it have a story and a campaign like Age of Empires, Empire Earth, and Halo Wars?No. However, I'm coding the engine so that it can easily be reused for future, single player efforts that will be story-based.
QuotePhantom Armor - the hardiest of the flying units, with powerful slashing attacks but low movement speed. Phantom armor can regenerate itself when damaged.Will the Phantom Armor of Telepath Tactics (TT) be the Phantom Armor of TRPG2 or the Ghost Knights of TRPG2?
The former. However, in order to make them interesting and useful as unique units, I've altered their characteristics.How so? Appearance, or capabilities?
Capabilities, since they can now fly.Quote from: CraigThe former. However, in order to make them interesting and useful as unique units, I've altered their characteristics.How so? Appearance, or capabilities?
The idea behind the game seems very good, but I don't particularly like the character sprites. They aren't bad, but they weren't exactly what I was expecting.The game is still in Alpha, and TSoG is the primary project on Craig's list at the moment, so don't worry Rob, we'll have a say in it when TSoG is complete.
The idea behind the game seems very good, but I don't particularly like the character sprites. They aren't bad, but they weren't exactly what I was expecting.
So is it still in Cera Bella? Or another continent?
Why change it? I like the name.I don't know but it sounds....it sounds like a guide/walkthrough/tips/strategy on the Telepath series game to me though.
Why Lizardmen over Folk-of-the-Woods?Well, I think a bit of both. The closest things we've seen in Telepath to Lizardmen were Spriggat (I believe), and we have already seen a Folk-of-the-Wood, granted, not in-depth. Yes, this also has to do that TT may/does not take place on Cera Bella, thus allowing more variety... but that means that Spriggats are greatly spread out throughout the Telepath universe. Finally, I just personally like the idea of a bipedal, walking iguana with a spear. :)
Is it because the area where TT takes place has a different native population then Cera Bella?
Or did you do it because you prefer lizardmen over another elf-like race? (I personally prefer lizardmen)
He never said it wasn't on Cera Bella. He said we'd have to wait and see.I believe he was speculating; not stating it as a fact.
I'm sorry. This doesn't sound like speculation. :PSo is it still in Cera Bella? Or another continent?
All in good time. :)
I don't think you understand what speculation means:I'm sorry. This doesn't sound like speculation. :PSo is it still in Cera Bella? Or another continent?All in good time. :)
Will enemies have a PsP limit as well, Craig?
How difficult is it going to be to program AI for so many complex units?
I still want to try out the alpha. Is enough of the game and engine finished that it's actually possible to play VS. the computer without any errors? And by that I mean is it possible to play the computer and actually lose (while trying)? and what will difficulty levels affect? the computer's judgment? stats?You're getting a bit too excited, methinks. Craig hasn't even fully completed TSoG yet, and you want to play a new game right now? When Craig decides to let us play an alpha or beta, he will notify us, until then, there's no point in putting him off track with questions such as those. My point being: Patience, just wait, and all will come in time.
Yes, Master Yoda. :P I just think everyone is excited about the game.I still want to try out the alpha. Is enough of the game and engine finished that it's actually possible to play VS. the computer without any errors? And by that I mean is it possible to play the computer and actually lose (while trying)? and what will difficulty levels affect? the computer's judgment? stats?You're getting a bit too excited, methinks. Craig hasn't even fully completed TSoG yet, and you want to play a new game right now? When Craig decides to let us play an alpha or beta, he will notify us, until then, there's no point in putting him off track with questions such as those. My point being: Patience, just wait, and all will come in time.
One thing I can say, though, is that I have decided not to feature Energy Golems in Telepath Tactics for balance reasons.My name is Bugfartboy and I approve this message! :)
One thing I can say, though, is that I have decided not to feature Energy Golems in Telepath Tactics for balance reasons.I was curious how you were going to have a unit that has infinite range on a massive map. I just assumed that you would change the mechanics of laser blast such as stopping the laser after the first thing it strikes. I am relieved that I don't have to try to hide all my units behind walls and trees just to avoid an enemy on the opposite side of the map. Facing stationary Energy Golems might be fun in a campaign setting, but it just seems annoying in PvP.
That's a lot of questions! As of right now, the answer to most of them is "I don't know yet."I expected that. My post was more about bouncing ideas off you, then expecting you to have an answer.
I am rather intrigued by the new classes, though. Playing as an engineer or a mentalist sounds fun. Will psy healers be able to cure status effects, though?Hmm... If one can use a mind shield to convince one's body that it isn't hurt, perhaps they can at least reduce the effects of poison to a degree, by convincing a body that it isn't poisoned, giving it a will to live.
That sounds like a description of feedback; mind shield just creates (or reinforces) a psychokinetic barrier.This may sound off-topic, but I'd just like to say that I'm really glad you aren't capitalizing things at random. So, so many games will capitalize absolutely anything, to emphasize that it's important or just because the game writers felt like it, and it really bothers me. And then people capitalize the same terms in fanfic, even though it makes no sense, and D: (The Pokemon games are a particularly bad offender in this regard.)
Wait, is that how mind shields work? I thought it was just strengthening the target's natural mind shield...I believe so. I may be confusing mind shield with feedback/vengeance. But how mind shield works changed in-between TRPG1 and TRPG2.
Hm. By the way, would it be possible to have a class like an "elementalist" that has basic attacks from all four elements, but nothing else? So, they can hit any elemental weakness, but they lack the raw skill and power of a specialist. Would this be plausible? Or are you too far along to consider adding new classes now?Sounds like it is too powerful compared to other classes. It is all about balance.
Hm. By the way, would it be possible to have a class like an "elementalist" that has basic attacks from all four elements, but nothing else?
Do the teams have to be free-for-all?
can a person propose alliance, then attack when their ally least expects it?
After playing TRPG2, TPA2, and TSoG, I learned that one Psy Healer isn't enough. Psy Healers being randomly assigned 1 out of 22 times is too infrequent. To solve this, you could either increase the chance Psy Hearler are put on a team or create another healing unit (Maybe add horns to a shadowling sprite and call it a "Shadowling Healer").Teammates are randomly assigned? While this will strain our minds to develop all sorts of tactics on the field (And strategies off the field) I think randomly assigned teammates should be an option (And one players should all agree to before starting, at that). If I interpreted that incorrectly, I apologize.
This alliance system intrigues me; are you going to offer game modes where you can't win collectively, to encourage backstabbing (This would further than political aspect you mentioned)?
And are you going to restrict the number of possible alliances, to prevent players simply all allying together and all achieving victory?
This alliance system intrigues me; are you going to offer game modes where you can't win collectively, to encourage backstabbing (This would further than political aspect you mentioned)?
I think the backstabbing will happen just fine on its own. ;)
I somehow doubt that; if there's no benefit but amusement to betraying an ally, it'll be rare.
I somehow doubt that; if there's no benefit but amusement to betraying an ally, it'll be rare.Have you ever played multiplayer games? Some immature players will kill their allies (even if it lowers their score) because they find backstabbing funny.
Will there be any desert tiles in TT? Sand tiles and palm trees would also make good beaches.
The game has full support for modding in extra tiles and destructible objects, though, so you could actually go in and add some yourself if you felt the urge.If people modify extra tiles, then will you and other modifiers have access to them?
I like the look of that "Items" button! Knowing Craig, there's no way the items will just be the generic "Health" and "Mana" potions (Yes, "Focus Pills," I know).Keep Ert away from 'em. :D :P
All units in TT have set stats, correct? The only thing setting a player above another is strategical finesse?
Correct: stats are not randomized. However, certain items that drop can permanently* improve a character's stats by a set amount. Thus, it pays to control as much of the map as possible so you can nab random item drops when they occur.
* that is, for the rest of the battle
Can the explosives have fuses, or must they be detonated by a ranged attack?
Will there be a vital character, such as a general, that must be kept alive to win?
Will some units be able to move through water faster than others? (Like pirates from fire emblem.)
Will we be able to see units actually turn like in TSoG or will arrows define where the units are facing?
Will one be able to see through a teammate's fog of war?
That would make the chance of betrayal more likely. It is difficult to trust what an ally is doing when you can't verifying that they are attacking who they are suppose to.Will one be able to see through a teammate's fog of war?No.
Does this also mean that characters will have attack animations like TSoG?Will we be able to see units actually turn like in TSoG or will arrows define where the units are facing?Yes.
There's a million more things to say about this game, but I'll leave it at that for now. Finishing TSoG is top priority for the time being. That said, you You can look forward to playing TT sometime in the next year.Is that the estimated time of full release? Or are you going to be looking for Beta-Testers before then? (Unless you've already filled that position)
What kind of names will lizardmen have? Can you give an example?
What gave you the ideas for the names you're using?
This isn't as much of an opinion as I'm sure the game will be great. It would be really cool if there some sort of story/singleplayer to the game, but even if there isn't much, I'll be more than glad with all the other features.Guess what (http://sinisterdesign.net/forum/index.php?topic=1156.msg42879#msg42879) :D
EDIT: For the record, I'm not going to actually keep Summon Stone Golem in the game--it would be massively unbalanced. I just created it to confirm that the functionality is there.The only way you could get away with such an overpowered attack is to make the user into a boss.
Furthermore, if the engineer needed to gather some resources from different places on the battlefield, that would certainly solve the problem of building an army of expendable units in a short time. On the other hand, gathering resources could mean a different kind of game...That seems like unnecessary work unless Engineers also need to gather resources for bridges and barricades.
On the other hand, gathering resources could mean a different kind of game...Perhaps another game mode? Resource wars? Maybe in a mod...
It is also possible to summon Barriers (http://telepath.wikia.com/wiki/Barriers) or Charges that do elemental damage instead of explosion damage?
I'm pretty sure the answer to the question about Barriers is yes. You'd need to create a new character class with a movement of 0, create its attack, assign it that attack, then name that new character class as the thing being created in a new Create skill. The only thing is that right now, it wouldn't attack automatically, and would probably be susceptible to backstab. I'd have to double-check to make sure, though.Would it be possible to create Barrier by coping and pasting the Solid Stae Shield attack, but then change the name and adding an attack?
As for the charges: right now, Explode is the only attack that triggers upon character death--there is not currently any way to create an alternate version of it, although you can always go into the Attacks.xml and modify the Explode attack itself, including granting it a different element.There goes my hope of modding an Engineer into an Alchemist that uses a varity of elemental bombs.
Do the teams have to be free-for-all? It would be nice to fight in teams too like one can do in other strategy games such as Age of Empries and Empire Earth. (If you ever plan on making a single player campaign, then having teams could come in handy with storytelling.)
Here are somethings I would like to do:
* Two Player Team vs. Two Player Team
* Three Player Team vs. Three Player Team
* Two Player Team vs. Two Player Team vs. Two Player Team
* Two Player Team vs. Three AI Team
* Player-AI Team vs. Player-AI Team
* Player vs. Two AI Team vs. Three AI Team
Will there be any sort of additional cost to maintaining more than one Solid State Shield?
Will ally Psy Healers unintentionally heal enemy units (reverse friendly fire)?
Can you tag single-player enemies as Enthrall-immune?
So, will TT have a fullscreen and a windowed mode?
While adding weather effects, maybe you should think of adding falling volcanic ash for the lava filled caverns. It worked really well in an old pokemon game (http://www.youtube.com/watch?v=qccIGa8QJSE).
... if one were to make the custom death attack a shield move like some form of Big Shield or Titan Shield, could destructible battlefield objects be used as group healing canisters, to be destroyed when the group's health is low?
Oh, also: you'll be pleased to know that I just finished adding in support for custom death attacks (i.e. attacks triggered when a character dies), so you'll be able to create your own custom exploding charges after all!Cool! Does this also mean that one could have fun to making exploding golems?
Are desert tiles and tigs still on your Kickstarter wish list?Will there be any desert tiles in TT? Sand tiles and palm trees would also make good beaches.They were originally planned, but cut for budget reasons. The game has full support for modding in extra tiles and destructible objects, though, so you could actually go in and add some yourself if you felt the urge.Will Tigs be one of the destructible obstacles?Most likely not. They might appear in a future single player game using the engine, however.
That said, I'm considering the possibility of a Kickstarter at some point to raise funds for ports to other platforms; that could also potentially bankroll new official tilesets and destructible objects.
*After awhile, one gets tired of waiting for the enemies' slow, mundane moves to be over. It would be nice if one could fast forward through the AI's moves.
*The Engineer should get at least some experience for building. My engineer was a vital part of the mission, but he had nothing to show for it, because he was busy building bridges instead whacking someone with a wretch.
*The Mentalist should get at least some experience for gusting and pulling. Sophia caused someone to drown by pulling them into the water and she was able to clear several obstacles, yet she recieved no experience for her deeds.
Pyrokineticist - The Pyrokineticist is a psychic warrior specializing in heat attacks. Pyrokineticists are extremely valuable for their ability to destroy wooden objects, ignite explosives, and set enemy units on fire. A Pyrokineticist that builds up enough energy can launch a devastating AOE "Fire Gate" attack, so targeting these characters is a priority. Pyrokineticists rely on a psychokinetic shield for defense, and do not wear heavy armor.I'm glad to see progress in pyrotechnics have been made. No more Pyro Hail as the only AOE attack for Pyrotechnics?
When you code attacking barriers, are you going to add in a priority list? An algorithm to determine the more useful barrier to attack, i.e. "attack power and element to health and resistace" and which barrier is closer (provided multiple reasonable barriers are nearby)?
Will you be coding for enemies to strategically place barriers?
No more Pyro Hail as the only AOE attack for Pyrotechnics?
I'd also like to add a "Trade" function; consider that on The List.Is Steal (http://fireemblem.wikia.com/wiki/Steal) on The List too?
Does the AI also cares about the movement of the unit when prioritizing the attacks?
LucaOoh! Nice one. I like it. ;D
Pirouette-
Luca uses her mysterious powers to rotate her friends or foes 180°. This would help teammates face thier foes and enemies turn their backs on your friends.
Element: Spirit
Range: 2 Spaces
Cost: 5 Psy Points
Damage: No Damage
That's not supported yet, but it's possible that I could add support for that.I look forward to it.
On a related note, could one give a boss condition to an non-character unit. For example: One can win the mission by destroying a bridge, bolder, or a monument.
Could one name the destructible objects before giving the ProtectChar condition? For example: One could name all the bookshelves "Enemy Intelligence" and then it would require the player to destroy all the named booksheleves to win, while not requiring the character to destroy all the non-named objects.On a related note, could one give a boss condition to an non-character unit. For example: One can win the mission by destroying a bridge, bolder, or a monument.The ProtectChar condition looks to see if the player has eliminated all instances of the named character from the battlefield. Every destructible object has a name of "None," which means that you'd need to set the condition to "None"--the other player would then have to destroy every destructible object on the field to win.
That's not very flexible, though; I can probably create a variation on that where it looks to the unit class name instead of character name.
If a unit that has items in his/her inventory when he/she dies, then does he/she take the items to the grave?I thought it wasn't death, but rather "career-ending injury"?
When giving custom attacks are the character animation and attack animation separate? Can you for example use a Cryokineticist's cast motion and have an arrow come out instead of ice?
I've finished adding a new dialog trigger into the game, OnCharAttacked. This one works just like OnCharDeath, but it triggers before an attack is launched. It specifically looks for a non-Shield attack launched by an opponent, so you shouldn't accidentally trigger it by healing a character. Good for boss taunts! I'll be adding some more variations on this in the future as needed.Thanks Craig! Will any of these variations allow for you to trigger it with a specific attack?
Update! Enemies now attack objects you've constructed if they don't have any other, higher priority targets to go after. The major takeaway from this is that you can no longer just wall yourself in with barricades and keep the computer at bay indefinitely--if there is no other way for the computer to get at you, it will bust down the barricades.Will they break down walls coded into the map?
Quote from: CraigUpdate! Enemies now attack objects you've constructed if they don't have any other, higher priority targets to go after. The major takeaway from this is that you can no longer just wall yourself in with barricades and keep the computer at bay indefinitely--if there is no other way for the computer to get at you, it will bust down the barricades.Will they break down walls coded into the map?
Thanks a ton! I really appreciate the feedback.
God, that interface. I've already revised the interface quite a few times now based on player feedback; I'm starting to think it's just one of those things where no one is ever going to agree on an ideal solution! A lot of people were like you, and liked the old "pop up buttons by the character" method, but a lot of others didn't like that the buttons weren't always in a consistent place on the screen using that method. So you have the current window, which lets you drag it wherever, but always appears in the same place on the screen. Maybe I'll add an option to the game to have it just auto-position under the current character whenever selecting actions? I'll have to give it more thought.
Anyway, I appreciate the thoughtful feedback, and am looking forward to finishing this game up for you. ;)
Welcome to the forums!But it seems that you're already following those!
Read the rules, use proper grammar and punctuation, play the games, share your ideas and enjoy your stay!
I don't have access to the full game, but the assassin in the demo seems CRAZY strong. can one hit guys, leap, and seems to dodge everything throw back at him/her. the enemy AI also doesn't seem to act very cohesively as a team, so it's pretty easy to split them up and pick them off.
When creating a new attack, if it isn't of the element Create, the game now takes whatever you put in the creates attribute as a sign of what you'd like to replace the attack's target with if it dies.
Does the dependsUpon works with non weapon items?
You cannot have characters voluntarily walk onto squares they can't normally walk onto, but you can shove them.
With the modding features, could I create a tile that works like lava (deals 20 damage if you are non-flying on it at turn-start, and if you move off of it, it uses all your move, no action allowed, and 2 energy cost) except that units can move into it normally?
Can any tile be given the 'need to swim through' feature that water and lava have (i.e., the "if you move off of it, it uses all your move, no action allowed, and 2 energy cost" I mention above)?
If I can create such, do you know if it would cost 1 move to enter and then all your move to exit, thereby allowing you to move through without taking any damage, or all my move to enter and I'd have to wait until next turn to exit?
Aaaaaand the fixed installers are up; just download and Replace your install. Sorry for the inconvenience!Great! I was a few mere seconds away from complaining about it. I like the maps you've included in it, and can't wait to get the most recent version of the map-editor!
can't wait to get the most recent version of the map-editor!
Bug fixes![...]
- fixed a textfield error in the map editor that made it so you could only use hyphens and forward-slashes when naming the speaker (rather than allowing all numbers, letters and symbols other than hyphens and forward-slashes)
allowing backslahes and other uncommon characters to be included in the speaker's name may allow weird things to happen afterwards
Nope. The only reason I don't allow hyphens and forward-slashes is because I use those in parsing strings. Any other symbol will be fine.
Even commas, parenthesis and brackets?
I'm having some trouble with the dialog box. I can see the first two reply options, albeit somewhat awkwardly, and can't see the third.
Hey Ert -- were you thinking something like this (http://xkcd.com/327/) might happen?Yeah. Sort of.
Also, I think there might be legitimate problems with U+202E, as there invariably are.
The game now allows you to change a character's name or movement type using the SetStat action. To do so, set the StatName parameter to Name or MoveType, then add a fifth parameter onto the end with the new name (with first and last name delimited by a forward slash) or movement type (land or flying).I like this... :)
(NOTE: It doesn't matter what you use for the operation or amount parameters when editing Name or MoveType.)
I thought this would be hard to add, but guess what? I figured out how to make a really simple exploration mode work in Telepath Tactics with just 10 minutes of tinkering. It's really darn basic, but it gets the job done.Darn you Craig. Just as I was
Just like Kill-All Victory, Exploration Mode is a condition with only one parameter: true or false. Here's how you turn it on:Code: [Select]<Condition>Exploration Mode,true</Condition>
When exploration mode is turned on, it automatically turns off the Kill-All Victory setting, turns off features like undo, rotate and end turn, makes it so none of your characters lose steps while moving, and gives everyone a move range of 10. (It's kinda like this (http://youtu.be/xYHfedfKFog?t=13m56s), except without the limited move range and without ending your turn on you every three seconds.)
This is going to become a lot more robust once I add in player-triggered conversations and space-dependent dialog/script triggers--but for now, it's a start. :D
Update! I have finally cast the much-disliked Right-Click Context Menu into the fires of Mount Doom. In its place, right-clicking an empty spot on the battlefield now deselects the current character.Just from reading this, I'm not sure what I think of removing the right click menu. I thoroughly enjoyed it. Perhaps it could be returned as an option?
To handle the functions that were previously in the right-click menu, there is a new menu accessible from the Actions window. Whenever no character is selected, click the "Gear" button that appears--it will open the new menu.
The installers have been updated.
Update! I have finally cast the much-disliked Right-Click Context Menu into the fires of Mount Doom. In its place, right-clicking an empty spot on the battlefield now deselects the current character.Just from reading this, I'm not sure what I think of removing the right click menu. I thoroughly enjoyed it. Perhaps it could be returned as an option?
To handle the functions that were previously in the right-click menu, there is a new menu accessible from the Actions window. Whenever no character is selected, click the "Gear" button that appears--it will open the new menu.
The installers have been updated.
It makes it a lot harder to surrender or quit by accident.
The people cried out for nicer-looking edge tiles, and the gods of Telepath Tactics looked upon them and smiled! Behold: beautiful new Cave tiles, now in progress!Were those (Dare I say it) ledge tiles?
I must say, since the modding guide was made nearly complete, I've been having fun designing maps with different lights and such.
Are doors able to be opened? After not being able to figure out how to open them, I usually get frustrated and just destroy the door.
I was reading the "CharClasses" xml file, and I been wondering why "Drill" is the Bronze Golem's third attack, yet the attack isn't in the "Attack" xml file.
David Hammond is doing a hell of a job on the character portraits. :)I'll say! All the artwork looks absolutely amazing!
Interesting. These portraits are largely based on the Nintendo DS Fire Emblem style (see e.g. (http://i281.photobucket.com/albums/kk218/mijzelffan/sporclefeportraitsnumbers-2.png)), which employs pretty minimal lighting. My general impression is that these portraits are made with the assumption that the characters are outdoors in a sunlit setting, where strong directional lighting makes a bit less sense--but I could actually see a directionally lit variation for dimly lit indoor (or underground) settings being handy. I might leave it up to the mod community to make those variations, though, since we have a pretty huge number of portraits to get through.
Craig: Can the "weapon degradation" be used to do something like giving the bowman 10 flaming arrows? So, the bowman would have that extra attack until the 10th flaming arrow was shot.
In my honest opinion: at this point the only thing that would make the AI scarier is if it could intelligently use create attacks, which you already said would take quite some time to code.
True! I suppose that would make it even trickier!In my honest opinion: at this point the only thing that would make the AI scarier is if it could intelligently use create attacks, which you already said would take quite some time to code.
Another thing that's occurred to me is that the Assassin doesn't seem to ever use Leap attacks to extend its movement range or to leap over people to get a full backstab in.
Any heads up on when specific dialog can be triggered more than once per battle?
How tricky would it be to add parameters to the OnAttackSelect? A character parameter and an attack parameter?
Will it be possible to have a win condition be to kill two boss instead of just one?
Thanks for the help. Now I can have twin bosses. ;DWill it be possible to have a win condition be to kill two boss instead of just one?You know you can do this yourself, right? Here's how you do it: have an OnCharDeath dialog for each of the bosses. In each of the dialogs, use SetVal to count up a variable (say, bossesKilled or something) and then use IfValGoTo (or IfValRun) to trigger a player victory when that variable equals two. Easy peasy!
On a side note, is there currently any way to run dialog at the end of a battle, with a way to determine if the player won/lost?
Do you plan on adding a way to load customized images into a campaign, without having to put the images into the installation directory? Object sprites, item sprites, character sprites, etc.
You spelled Pyro Hail "Pryo Hail," and used "Hero" without any spaces on that action (on all the the others, you used spaces afterwards). After fixing these typos, it works fine.So it would seem that late-night typing is not for me. I should have just checked it all thoroughly first.
That said, I've made a small change to the game so it won't crash like that the next time someone does this; it'll just fail to teach the character the attack.
On a side note, is there currently any way to run dialog at the end of a battle, with a way to determine if the player won/lost?Never mind! I figured it out!
I love the dialog editor, but it's tendency to put every new branch underneath the first branch is a little irritating. It makes it hard to start a new dialog with a different trigger, without having to manually change the trigger every time.
I've begin some preliminary work on random battlefield generation!
[...]
Right now, the plan is to create an algorithm that intelligently cobbles together dungeons out of 5 x 5 prefabricated chunks. (Below is a picture of one such chunk.) I haven't 100% decided on all of the details yet, but I imagine that hallways will mostly be 3 x 5 in size, some with destructible objects to form choke points. I'll post more about it tomorrow when I make more progress. :)
I noticed in the new Multiplayer Map, "Tavern", item sacks tend to spawn outside the walls of the tavern. While I like how the way items are now spawned makes turtling less appealing, I think it might be interesting to be able to set a condition that prevents items from spawning in certain spaces.
What is the 'Frozen Hearts' campaign? Is it just something to test things out in, or a very in-the-works / just-the-beginning of a campaign?
we'll have orb graphics available as well.You mean I spent forever on my own orb graphics, only to have official models released?
Two new script actions: SpawnFloatingText and SpawnFloatingTextAt, both of which create your own little text pop-ups on the screen[...]Comas may be useful when writing text...
Note: do not use commas in the first parameter or bad things will happen.
<Dialog branch="0" r="-1">
OnCharDeath/-1,None,The Engineer/Engineer/Lo I have been slain, and my stone golem shall fall with me!
<Reply>.../NewBranch/1</Reply>
</Dialog>
<Dialog branch="1">
OnCharDeath/-1,None,The Engineer/The Game/removing engineer and golem
<Action>RemoveChar/The Engineer</Action>
<Action>RemoveChar/Stone Golem</Action>
<Action>EndConvImmediately/</Action>
<Reply>.../NewBranch/1</Reply>
</Dialog>
When the engineer dies, the engineer blurts out some random phrase. After the dialog box is clicked, it removes the engineer and his stone golem. I haven't tested it, however.
If you are flying due to it but end your turn on lava/water, would and should you take damage at the start of the round?
I've noticed (at least sometimes; not sure if consistently) that when I kill an enemy or drop an item, it appears on a square next to the former holder of the item, not on the square the person was/is on.
Is this intentional?
[...]That was an incredibly funny bug! I'm a bit sad that it got smashed. :D
Also: fixed a bug where trying to grab an item sack from on top of a bridge tile would result in the character grabbing the bridge tile instead of the item sack. (Whoops.)
sometimes I think I've seen psi-casters walk up to units that can counter-attack and use Mind Blast when they could have used their ranged attack (though I'm not 100% sure as did not double-check their Energy.) It seems they took the counter-attack damage for no reason.
On an unrelated note, I like that the AI is now taking facing into consideration. That part looks nice and solid.
I also noticed, or think this is what I saw, that the an AI-controlled unit will not attack someone whose counter-attack will kill it. That's a nice touch.
I'm writing a campaign, and I have wondering if it possible to have a leveled teammate join the enemy.
Seeing as there isn't currently a random number generator built into the game
On another note, I think it's interesting how the AI will let a unit be cornered and do nothing when triggering a counterattack would end in its death. I think in some ways it seems a realistic.
PlayLoop plays looping sound effects, like wind or rain or crowd chatter or crickets; PlayMusic plays music.
Each draws from a different set of sound files, and uses a different channel.
--gave Douse and Melt to Cryokineticists and Pyrokineticists in multiplayer (skills which counteract the effects of Burning and Frozen statuses, respectively)
Nope; the Light and Shadow status effects are somewhat less deadly than those for Heat and Cold, so explicit counters don't seem as important. I'm considering giving Photokineticsts Blinding Cloak and Skiakineticists Fury instead.
--laid some of the design groundwork for making status effects moddable (which would allow you to change the parameters of existing status effects and create your own)
will attacks be able to both move a character and damage enemies?
though it could also be used for teleporters or other things.This makes me happy.
--created new room in the fortress with a bandit that you can gamble your money with! (And playing the exact same dice game as you played with Gamblin' Jack in Telepath RPG Chapter 1, no less.)This makes me happy for different reasons. It's rather nice to see even a little bit of reference to the previous games beyond sharing a series name. I like this, very much.
--new dialog trigger: OnLoaded. Runs the dialog just as soon as the level loads, right before the loading screen is removed. This lets you make changes to the level via scripts before the player is able to see them happening onscreen.I think I might have actually done a fist-pump into the air when I read this. Did I? I did. Is OnLoaded run after Persistent Dialog?
<Atk elem="Mental" name="Gaze" d="0" cst="1" minRng="1" maxRng="9" shkMag="0" skhTim="0" strD="0" powD=".75" defD="0" backstabFactor="0" sidestabFactor="0" selfHealFactor="0" selfFocusFactor="0" accMod="0" statFX="None" affects="Health" afterAtk="EndTurn" AOE="single" particles="Sparks" targeting="free" moveType="Normal" knockback="0" creates="" createdOnTeam="" dependsUpon="" impactFrame="-9" soundAndFX="SFX[Charge Up:0],SFX[Mind Blast:8],VFX[MentalEffect:OnTargets:12]" desc="Psych out your enemy"></Atk>
Starting at space 8 you begin doing --1 points of damage. At space 9 you begin doing --3. It's just something interesting I noticed a few minutes ago.stat capsIf implemented, would it be something modders or campaign creators could change?
Soon, you'll be able to have multiple campaigns in progress at a time!Will this allow multiple instances of the same campaign, i.e. will I be able to have several saves of the same runthrough at different points?
QuoteSoon, you'll be able to have multiple campaigns in progress at a time!Will this allow multiple instances of the same campaign, i.e. will I be able to have several saves of the same runthrough at different points?
7. found and fixed typos in the Meridian rescue mission that unintentionally rendered the task of killing all enemies much easier than I had intended. (Unless you’re a tactical genius, you’re basically supposed to flee the battle at some point.)
Would it be possible to implement a recruitment/shop dialogue that's easier to edit? So that all you need to set up is the buyable recruits/items and you're good to go.After taking a couple good looks at it, my answer would be "No." While you could definitely stream-line dialog to require less input from the player, the actual process would be tricky to simplify further without losing functionality. In reality: as long as you take a few minutes to understand how the shop dialog actually works, it's not too difficult to modify.
Hotfoot CavernYeah. Hotfoot Cavern was... not your best work. :P Too many bridge tiles.
--added a sound effect to the game so it's really apparent when a character's weapon breaks.Why not just pop-up text?
one that details everything that happened in the last session of playingThe trouble with that is the log file would get to be absolutely enormous. The current log files only store the last 999 steps taken internally, and even that's cutting down on details. If a log kept track of everything since the game launched, it would be a lot longer and a lot bigger. The last log I generated alone was 62.6 KB, and even that's a lot of stuff to sift through. Add too much more info and it would take forever to find where a bug occured. With this in mind, I think the current system works pretty well.
The "Done" button is my nemesis. I'll be undoing a long string of actions, just to accidentally click Done when it slides into the Undo spot.
• I haven't been able to figure out when an enemy is able to perform a counter attack, or even what range they have on their weaponsI can't speak for anything else, but right clicking on an enemy should bring up their info screen. Mid-screen (ish) should be a "Counterattacks" stat. If it isn't there, they aren't able to counter. Otherwise, it should tell you the number of counters they have left as well as their maximum per turn. Beyond that you'd need to dig into the campaign files to see all the details.
Mid-screen (ish) should be a "Counterattacks" stat. If it isn't there, they aren't able to counter. Otherwise, it should tell you the number of counters they have left as well as their maximum per turn.