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Messages - CraigStern

#1
- created a second team sparring battle.

- created a new special arena fight condition: Skill Request. A fan requests that the player use a specific skill during the battle; if the player uses that skill a specified number of times and goes on to win the fight, they'll gain an extra reward!

- fixed: bridges below the level of the terrain could cause the game to use the bridge's elevation instead of the ground's for purposes of calculating which spaces are moveable for a non-flying unit.

- laid the groundwork for the engine to support looking at specific aspects of the skills that characters are using as parameters for dialogue triggers.

- new dialogue trigger type: OnSkillUsed. Triggers dialogue when a given skill is used. To satisfy the trigger, the skill usage must be effective in some way (i.e. not just attacking an ally or healing an enemy). Parameters: skill name, user army, and user name.

- new tag: RemoveAll. This tells the game to remove all existing tags from the unit.

- fixed: under some circumstances where the AI had a character move and use a non-turn-ending skill, the AI could queue up further actions for the character where they moved and used a skill, but then fail to execute the "actually moving" part, resulting in the character attacking outside their normal range.
#2
- created a second team sparring event.

- new script action: HideActionsMenu. Allows you to manually hide the actions bar during battle.

- new script action: ShowActionsMenu. Causes a hidden actions bar to reappear.

- fixed: the Delete Row and Delete Column algorithms in the Map Editor were faulty, with their use potentially causing the game to lose track of where units should be until the map was reloaded.

- fixed: in the Map Editor, adding a new column to the very rightmost edge of a map would secretly cause the game to add a second column, invisibly offsetting mouseover coordinates and making the selector appear in the wrong spot when mousing over units.
#3
Together in Battle / Re: Together in Battle Dev Log
April 21, 2024, 10:54:09 AM
- new script action: StripItemsFromUnit. Removes all items from the named character's inventory and places them in a roster's reserve supplies.

- fixed: changes to the code made it so generalized character death barks could again get queued in addition to specific OnCharDeath dialogue for the same character upon falling in battle.
#4
Together in Battle / Re: Together in Battle Dev Log
April 20, 2024, 09:27:25 AM
- TargetPreference tags now support the use of custom string variables for their target name parameter.

- AI improvement: reduced the minimum calculated value of usage before enemies will use items, avoiding situations where enemies won't use bandages even though it's optimal to do so.

- AI improvement: AI-controlled units now value Defending status proportionally more as they become more injured, and more based on their ability to counterattack.

- new script action: AddTriggerCharPortrait. Adds the portrait of whatever character triggered the dialogue, without regard to whether their name is used as speaker for the current branch. Has the same parameters as AddSpeakerPortrait.

- fixed: mousing over a unit and then immediately mousing over the deployment window thereafter without ever mousing off the unit could cause the unit's mouseover tooltip to become "stuck" onscreen for a time.

- fixed: it was possible for cavaliers to charge across a path with an elevation difference of 2 or greater, just so long as they effectively charged off of the cliff rather than up it.

- fixed: in some circumstances, the game could save (and reload) past instances of generic templated units in a way that would reintroduce tags placed onto those unit types in past battles.
#5
Together in Battle / Re: Together in Battle Dev Log
April 19, 2024, 01:32:50 PM
- created a new battle for the revenge quest event sequence.

- the revenge quest sequence can now begin at any time after advancing to Gharial League.

- fixed: if an army in a battle was completely neutral by way of being allied to every other army, the game would treat them as having vanquished all enemies and immediately end the battle with them as the victor.

- AI fix: the retreat AI algorithm was not accounting for area preference or patrol tags, causing characters with no usable skills to retreat without regard for the areas they were supposed to be moving towards.

- the game can now process custom strings used as part of a scene's display name.

- new script action: AddNickname. Gives a character a new nickname to be used by a second character in dialogue. (To make it a nickname everyone uses, leave the Second Character Name parameter blank.) Parameters: Character Name, New Nickname, Second Character Name.

- new script action: HideDialogueBox. Allows you to manually hide the dialogue box during dialogue.

- new script action: ShowDialogueBox. Causes a hidden dialogue box to reappear.

- three new special string stats are supported for SetStringByStat: First Name, Last Name, and Nickname. (These are read-only, so don't try using them as a parameter with SetStat.)

- added last name as a supported attribute value for the SetStringByNPC script action.

- changed the runScript attribute in CampActivities.xml to runScripts to make it consistent with the rest of the game.

- updated in-game documentation for the IfBioDetail-type script actions and the -BIO:X- special character with the default bio detail types.

- fixed: in-game documentation for the AddNPC script action was missing the tenth parameter, Blood Relative.

- fixed: in-game documentation for the SetStringByNPC script action was missing blood relative among the supported attribute values listed.

- fixed: getting a unit's load ID via the SetStringByStat script action would return an empty string for proc gen characters. (It now returns the unit's name, which can stand in for its load ID in virtually every use case.)
#6
Together in Battle / Re: Together in Battle Dev Log
April 18, 2024, 07:37:30 PM
- wrote a new event: Revenge Quest 1.

- wrote a new event: Revenge Quest 2.

- wrote a new event: Revenge Quest 3.

- wrote a new event: Revenge Quest Results.

- new mood added to the game: Determined.
#7
Together in Battle / Re: Together in Battle Dev Log
April 17, 2024, 10:15:42 AM
- added the missing army palettes from the original Telepath Tactics (Orange and Pink) into the engine.

- the game now accounts for characters temporarily off working, training, in the infirmary, or on vacation when spawning the number of tents in the thief attack battles.

- updated the "tent looted" conversation in the thief attack battles so the game shows you the info bar with the money being lost.

- updated the Strikebreaking event so the game shows you the info bar with the money being added if you complete the job.

- completing Jiti Sone's job now has a downside: spriggats will refuse to appear in recruitment, and any spriggats actively on the team when the job is done will suffer a huge morale hit.
#8
Together in Battle / Re: Together in Battle Dev Log
April 16, 2024, 03:38:34 PM
- created a new thief attack late event.

- reduced the odds of a late event occurring on any given night.

- AI improvement: the AI now does a much better job of appropriately balancing the value of reaching a preferred area versus the value of moving toward a character it would like to attack (but cannot yet reach).

- AI improvement: the AI now imposes a scoring penalty for any move that would take a character who is already inside their preferred area outside of that area.

- the LevelUpArmy script action now works in cut scenes.

- new condition: Drop Items On Death. Lets you set a particular army to not drop items when a character in that army dies. Parameters: army number, drops items (boolean value--true by default).

- fixed: a misformatted script action parameter in the event where a character asks the player for money to gamble with resulted in the event proceeding even if the player lacked the minimum amount of money to gamble with.
#9
Together in Battle / Re: Together in Battle Dev Log
April 15, 2024, 12:43:19 PM
Updated the Together in Battle Steam demo (last updated in August 2023 😅).

- improved recruitment UI behavior when mousing over other recruits with a different recruit selected; you can mouse over other recruits normally, but the selected

-fixed: door-affecting script actions such as Lock could trigger OnDoor dialogue when used in OnLoaded dialogue.
#10
Together in Battle / Re: Together in Battle Dev Log
April 14, 2024, 12:02:02 PM
- wrote new tutorial text about fruit trees, explaining why AI-controlled enemies sometimes attack them.

- you can now have the recruiter auto-generate a starting team for you on Day 0.

- fixed: the "force species" attribute could be used to create proc gen characters of a species not compatible with the chosen class, resulting in issues like missing portraits and sprites.
#11
Together in Battle / Re: Together in Battle Dev Log
April 11, 2024, 03:16:20 PM
- wrote two new "life background" dialogue variants.

- character dialogue can now be made available (or excluded) for a character based on their family's socioeconomic class.

- particular proc gen character lines can now be assigned greater likelihood of selection.
#12
Together in Battle / Re: Together in Battle Dev Log
April 09, 2024, 09:22:50 AM
Changes for version 0.6.12:

- began working on a new random event battle.

- further boosted the likelihood of characters who are already friends or romantically interested in one another choosing to interact with each other over other characters.

- added portrait animations to the "ignore" options for the Ishita Svaamee events.

- added a portrait animation to the first traveling merchant event.

- new option for the IfInArea script actions: you can now use an army in the Character Name parameter (e.g. "Army 0", Army 1", and so on) and the game will check for any character belonging to that specific army.

- fixed: bridges below the level of the terrain could cause the game to use the bridge's elevation instead of the ground's for purposes of calculating movement and elevation bonuses.


- fixed: bridges below the level of the terrain would cause the map editor to set the cursor elevation (and the elevation of further objects placed on the space) to the bridge's elevation instead of the ground's.

- fixed: if any of an AI-controlled unit's skills could affect a target worth affecting, all of that unit's skills would be marked as worth using as part of short-range moves toward a preferred area, leading to the unit potentially inappropriately attacking scenery.
#13
Together in Battle / Re: Together in Battle Dev Log
April 08, 2024, 11:29:42 AM
- rewrote the game's dodge animations so that they, like the new parabola animations, are driven purely by code and math. With this, the movement of units on the battlefield is now completely untethered from Unity's Animator component.

- fixed for 0.6.11b: it was possible for an AI-controlled character with a preferred area tag and no viable moves to remain on the "calculate a move" list forever despite having no viable moves, thereby preventing the computer from ever ending its turn.
#14
Together in Battle / Re: Together in Battle Dev Log
April 07, 2024, 10:01:26 AM
- received a revised smile for the blacksmith portrait. (The original was just too awkward to use.)

- fixed: the AI would get locked into an infinite loop when swimming with proc gen units generated with the Swimmer trait.

- fixed for 0.6.11a: due to recent changes in the AI code, the game would throw a null error if an enemy drowned to death at the start of the AI's turn.
#15
Together in Battle / Re: Together in Battle Dev Log
April 06, 2024, 01:03:47 PM
- completely overhauled the way the game deals with parabolic movement to improve performance on slower systems (and to thereby avoid weird issues with assassin Leap arcs visibly lagging behind everything else).

- cleaned up the timing on character "hop" animations when changing elevation.

- fixed: a range error occurred when a stone golem threw a flying character.