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Messages - CraigStern

#1
Together in Battle / Re: Together in Battle Dev Log
June 14, 2024, 01:52:23 PM
- battle objectives now auto-display at the start of each battle!

- added gamepad support for the battle objectives screen.

- updated the objectives on all in-game battles for greater clarity; objectives that count as victory conditions are now clearly labeled as such.

- the game now creates a "trained stat" day log each time you send a character off to train a stat.

- added day logs for choices made during class, stat, and skill advice events.

- improved weights on recruitment UI gamepad navigation to make it easier to intuitively inspect various elements on the left side of the screen.

- fixed: status effects would hang around on units after a battle if the scene was switched without the battle formally ending in a victory or defeat.

- fixed: character tooltips could remain onscreen when dialogue was triggered mid-battle (particularly when playing with gamepad).

- fixed: at some point, it seems the UI arrows ceased to appear in their intended spots on reply buttons during dialogue when playing with gamepad.

- fixed: when playing with gamepad, the next page / previous page buttons in the recruitment interface remained selectable with gamepad even when disabled.

- fixed: the UI arrows had become misaligned with various elements of the recruitment interface when playing with gamepad.

- fixed: when playing with gamepad, physical traits were not inspectable in the recruitment UI.
#2
Together in Battle / Re: Together in Battle Dev Log
June 12, 2024, 08:58:42 AM
- new random caravan battle condition: numerous enemies. The caravan is attacked by an unusually large force of bandits.

- fixed: the game was not paying the player the second half of their commission for successfully defending caravans.

- the game now creates a "changed classes" day log each time you send a character off to reclass.

- the game now creates a day log noting the results of each caravan defense fight.

- capped the AI's space danger modifier at 3.0 for short-range moves to avoid situations where the AI chooses not to make optimal moves merely because the current unit is too low on health.

- fixed: the AI was not creating a move tracker for enemies it enthralled during its turn; thus, if the AI enthralled a unit and that unit's best move was a non-turn-ending attack, the game could get caught in a loop.

- fixed: an off-by-one error in the game's experience staling tracker was effectively causing all skills to grant an additional, unintended 12.5% experience if they'd been previously used on a different target this same fight.

- AI fix: the scoring bonus for self-healing moves when very low on health was being applied to moves attacking allies, which in some circumstances could lead the AI to regain health on near-death units by attacking allies with Feedback.

- AI fix: the scoring bonus for self-healing moves when very low on health was being applied even when the target was completely immune to Mental attacks, which in some circumstances could lead the AI to make some highly questionable targeting decisions when using Feedback.

- fixed: template enemies in proc gen battles without specified names (e.g. the dacoits in caravan defense battles) were not being leveled up to the correct levels, making caravan defense battles much easier than intended.

- fixed: template enemies in proc gen battles without specified names (e.g. the dacoits in caravan defense battles) were having their names inappropriately changed to match their load IDs.

- you can now set one of a unit's coordinates to a valid integer number and the other to -1 to have the game try to spawn them on a random space within a specific row or column of the battlefield.
#3
Together in Battle / Re: Together in Battle Dev Log
June 11, 2024, 10:32:29 AM
- wrote a new, two-part random event for depressive characters.

- you can now peruse past day logs in the calendar screen!

- the game now creates a "recruited" day log each time you recruit a new character.

- the game now processes special characters for a day log at the moment of its creation.

- fixed: when generating a unique named character from a class not defined in Classes.xml using the GenerateUnique script action, if the unit's species was not specified, the game would pull a species of "ERROR," resulting in the character having no valid value for gender, which would in turn cause the game to be unable to generate a name and freeze.

- fixed: the FindClosestCharacter script action could cause the game to throw a null error if used with a list of characters to exclude that didn't actually exist.

- fixed: the SetStringByStat script action was not accepting First Name or Last Name as valid string stats.

- new special character: -SPECIES-. Gets replaced with the species of the character who triggered the dialogue.

- new special character: -CHAR2SPECIES-. Gets replaced with the species of the secondary character in the dialogue.
#4
Telepath Tactics Liberated (2022) / Re: Dev Log
June 10, 2024, 12:16:45 PM
- fixed: Lakshmi's sprites were using the wrong color for the brightest secondary highlights, resulting in the top of her shoulder on their non-crossbow-holding arm appearing red even when though her secondary army colors did not include red.
#5
Together in Battle / Re: Together in Battle Dev Log
June 10, 2024, 11:40:37 AM
- fixed: unpromoted swordsman sprites were using the wrong color for the brightest secondary highlights, resulting in the most highlighted portion of their helmet plumes appearing red even when their secondary army colors did not include red.

- fixed: promoted spearman sprites were using the wrong color for secondary highlights, resulting in the glossy bits of the top half of their tower shields appearing red even when their secondary army colors did not include red.

- fixed: promoted shadowling sprites were using the wrong color for secondary highlights, resulting in half of their mask appearing red even when their secondary army colors did not include red.

- fixed: both promoted and unpromoted cavalier sprites were using the wrong color for the brightest secondary highlights, resulting in the most highlighted portions of their flags and of the designs on their shields appearing red even when their secondary army colors did not include red.

- fixed: both promoted and unpromoted crossbowman sprites were using the wrong color for the brightest secondary highlights, resulting in the tops of the shoulders on their non-crossbow-holding arm appearing red even when their secondary army colors did not include red.

- fixed: the "Sex" field for procedurally generating units in the map editor did not actually force the resulting unit to be of the specified gender if the unit was a generic.
#6
Together in Battle / Re: Together in Battle Dev Log
June 07, 2024, 02:17:50 PM
- the character creator now automatically marks all equippable items as equipped when you save a character with a built-in inventory.
#7
Together in Battle / Re: Together in Battle Dev Log
June 04, 2024, 10:47:42 AM
- move tiles, along with the step numbers and path arrows that appear within them, now have outlines to make them more legible against snow and lava tiles.

- the ash weather condition during Gharial League now spawns additional fire around the arena every two rounds.

- the snow weather condition during Snow Leopard League now spawns ice patches around the arena with a frequency depending on how heavy the snowfall is.

- new object: Ice Patch! Ice patches reduce dodge by 75, accuracy by 25, and cold resistance by 50; non-flying characters who move onto them become Slowed (i.e. they immediately lose half their maximum movement and simply cannot dodge at all) for 1 round.
#8
Together in Battle / Re: Together in Battle Dev Log
June 03, 2024, 06:43:43 PM
- fixed: the game could pick golems as team leaders in Tiger League, leading to situations where a golem was the team leader and the "brother in the stands" condition was picked, the combination of which would lock up the game as it tried and failed to generate a unique name for a male golem (which does not exist).
#9
- fixed: Snow Leopard and Tiger Leagues were missing checks to ensure that the vengeful brother scenario couldn't recur again in the same playthrough.
#10
- the "I" key now serves as a hotkey to open the selected character's inventory in battle.
#11
Changes for version 0.6.40:

- new swordsman skill: Cut. 1 energy, deals 50% of normal slash damage, doesn't end the turn (and therefore can be combined with other attacks, applying bonus damage from the user's weapon with every attack made).

- swordsmen now always learn either Shove 2 or Pull 2, always learn Defiant Stance or Preemptive Stance, and always learn either Lunge or Cut in the later part of their skill progressions.
#12
- fixed: in the blacksmith rescue mission, even though the map was flagged not to award the player a victory by killing all enemies, the prisoner (who belongs to his own army) was being awarded a victory under those conditions instead.

- fixed: when in Kalkerapur during the day of a scheduled league fight, the Find Blacksmith option would be visible whether it was supposed to be hidden or not.

- fixed: the skill progression fix from 0.6.31b, as implemented, was causing characters to not receive tags relating to skills already in their skill progression upon promotion.
#13
- non-flying characters can now only Twirl or Trade with targets within 1 elevation level of them.

- fixed: swapping positions via the SwapUnitPositions script action (used in skills like Twirl) wouldn't work properly if one of the units was in a position that would ordinarily be unmovable to the other.
#14
- fixed: the game could lock up when using a loud skill in the blacksmith rescue battle due to a scripting mistake.


Changes for version 0.6.31c:

- fixed: the recruitment interface fix from version 0.6.30d only functioned for the first page of recruits.
#15
- the bowmen in Battle in the Northern Stepwell will now all become aggressive once the player moves into the northern third of the map.

- fixed: completing Battle in the Northern Stepwell without talking to the bound character would result in that character remaining immobilized and heavy in perpetuity.

- AI fix: characters who were both immobilized and drowning in water or lava would nonetheless use items and skills.