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Messages - CraigStern

#1
For hotfix 1.0.60h:

- fixed in version 1.0.60h: the Transfer script action would add a character to the destination roster even if they no longer existed in the roster they were to be transferred from, causing characters who fell to permadeath during the bandit fortress escape maps to appear on the main roster anyway.
#2
Together in Battle / Re: Together in Battle Dev Log
March 12, 2025, 09:48:23 AM
- worked on the final battle some more.

- new object added to the game: Mandala. A floor object that is indestructible and can have various effects...

- new terrain stat modifier supported: RangeBonus.

- finally added Dayaan's spriteset to the game.

- created a couple of new enemy types.

- reduced the salary of the recruitable kineticist in the Monkey League Qualifier.

- the enemy axefighter in the Monkey League Qualifier now only has throwing axes in Brutal difficulty.
#3
Together in Battle / Re: Together in Battle Dev Log
March 11, 2025, 10:19:59 AM
Hired a pixel artist to create one last character animation.

- finished the scene leading up to the final battle, connected it to the main menu in town such that players can now actually initiate the final confrontation.

- received, integrated new battle background for the Desan throne room.

- extended the big dialogue tree before the final battle; it now has over 100 branches, and can lead to a bad ending where the final battle never occurs.

- the game now supports emission textures to accompany battle backgrounds.

- the Conclude Investigation button now shows up in town after Malatose offers to let you investigate the summer palace, letting the player choose not to trust Malatose.

- added effects to the dialogue branch where you attempt to scan Dayaan.

- fixed a scripting error that was preventing the vindictive character quest event chain from ever initiating.

- fixed a scripting error that could cause the Conclude Investigation button to show up in town after being kicked off the investigation.

- fixed: setting parameters using a Run reply type was only working in battles, not in cutscenes.
#4
Together in Battle / Re: Together in Battle Dev Log
March 07, 2025, 09:34:41 PM
- worked on the final battle more.

- new items added.

- fixed: the Together in Battle skills XML file had a formatting error that was keeping it from being loaded.

- fixed: bonus damage was not showing up in skill tooltips within the character screen, only in the Actions Bar.
#5
Together in Battle / Re: Together in Battle Dev Log
March 06, 2025, 12:06:29 PM
- continued working on the scene leading up to the final battle.

- new skill added to the game...

- new unlockable glossary entries added: Dara Abhedy and Sandesh Andhera.

- added some new flags to various moments in player interrogations to give the game ways to recall if the player has gathered certain information.

- the engine now supports baking bonus damage of differing elements directly into a skill.

- further increased the base winnings for matches in the various arena leagues.
#6
Together in Battle / Re: Together in Battle Dev Log
March 05, 2025, 07:16:31 PM
- continued working on the scene leading up to the final battle.

- fixed: under some circumstances, it was possible to access certain investigatory sub-activities from the town menu even after being removed from the investigation.
#7
Together in Battle / Re: Together in Battle Dev Log
March 04, 2025, 03:46:57 PM
- fixed: the option to scan Prince Ajit during his interrogation was not leading to the correct dialogue branch.

- fixed: Nihal Agarwal was not informing the player that his mission wouldn't occur that same day until they'd already accepted it.

- fixed: in some instances, clicking to skip score tallying in the victory box could fail to end the "score tallying" sound loop, leaving it playing until the player quit to the title screen.
#8
Together in Battle / Re: Together in Battle Dev Log
March 03, 2025, 07:50:58 PM
- worked on the scene leading up to the final battle.

- fixed the offset on directional lights--they now appear to originate on the space where they are placed.

- fixed in the map editor: unit tooltips could show  up over the top of the light properties window, obscuring it.
#9
Together in Battle / Re: Together in Battle Dev Log
March 01, 2025, 10:31:47 AM
- fixed: female axefighter sprites were not displaying their character hair palettes correctly; replaced their bandana with uncovered medium-length hair to make their hair color easier to see.

- fixed: human photokineticist sprites were displaying character hair color in a much darker shade than intended.

- male pyrokineticist sprites and pyrokurios/pyrarch sprites are no longer bald; they display character hair color correctly.

- cleaned up a frame in the right-facing human female photokineticist casting animation that was offset by a pixel.

- updated one of the lines in the dissident interrogation dialogue to make more sense.
#10
Together in Battle / Re: Together in Battle Dev Log
February 28, 2025, 03:21:29 PM
- for all combat difficulty levels below Brutal, removed fog of war from potential arena fight conditions prior to Monkey League, as it was causing a big difficulty spike for so early in the game.

- wrote 3 new loading screen tips: one about the advisability of prioritizing enemy psy users, one about combining attacks with differing ranges to focus down an enemy, and one about the value of feeding kills to your level-one assassins.

- fixed: if the player surrendered a fight in the arena following the maharaja visit event and they hadn't won any arena battles in the interim, it would set the maharaja visit event to retrigger that evening.
#11
Telepath Tactics Liberated (2022) / Re: Dev Log
February 26, 2025, 09:02:38 AM
For hotfix 1.0.60g:

- fixed in version 1.0.60g: the game was only loading class or species data when entering a cutscene or generating a proc gen unit, not when instantiating a battle, leading to situations where characters couldn't promote despite meeting the requirements.
#12
Together in Battle / Re: Together in Battle Dev Log
February 25, 2025, 06:18:49 PM
Pushed the version 0.9.60 update!

Changes for version 1.0:

- began overhauling the way the game stores sprite palette colors (up until now, they've been hard-coded) to make it easier to add and edit new sprite color palettes.
#13
Together in Battle / Re: Together in Battle Dev Log
February 24, 2025, 04:19:51 PM
- day logs now record how much aura you earn when you hire out characters as laborers.

- day logs now record how much aura you earn when you hire out characters as guards (and how much extra they earn if and when they succeed in defending the caravan).

- day logs now record how much aura you earn when you participate in a card tournament.

- day logs now record how much aura you earn when you hire out characters as explorers.

- if the info bar is showing when the victory/defeat box appears at the conclusion of combat, it will now be hidden.

- fixed: if a player with a super widescreen monitor started the game at a ridiculously wide resolution, the option to choose a supported resolution on the settings screen would be cut off, preventing them from making the switch in-game.
#14
Telepath Tactics Liberated (2022) / Re: Dev Log
February 24, 2025, 09:45:10 AM
For hotfix 1.0.60f:

- fixed in version 1.0.60f: the settings menu was cut off by the top and bottom of the screen for players with super-widescreen monitors, preventing them from switching to a properly supported 16:9 resolution in-game.

- fixed in version 1.0.60f: the fourth row of items in the reserve supplies screen was being covered by the character inventory sub-window.
#15
Together in Battle / Re: Together in Battle Dev Log
February 21, 2025, 08:18:32 AM
- the chance of recruited characters having a prior relationship with someone on your team now starts at only 2%, then gradually increases with every passing in-game day.

- began creating the final battle.

- a new type of free-standing light is now supported in the map editor: Directional Light! Unlike the existing Point Light, these have a clear direction, making them handy for simulating light coming through windows, doorways, and other openings to the outside.