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Messages - CraigStern

#1
- added Cancel buttons at every stage of the custom difficulty wizard to let the player opt out instead of finishing selecting all the options.

- increased the energy cost of Cut from 1 to 2 and the damage from 50% of Strength to 30% of Strength.

- began writing a new, distinct response type reacting to character hobby lines.

- the Tab key now replicates the "next character" function of the mouse wheel in character screens and the reserve supplies window.

- wrote a new rainstorm narration for Disciplined characters.

- wrote another variant for Teach Response dialogue.

- fixed a typo in one of the sad info response lines.

- fixed: due to a scripting mistake, guessing the wrong answer to a riddle during cavern exploration would cause the game to reveal the answer.

- added documentation for the -HOBBYVERB- special character.

- new special characters: -CHAR2HOBBY-, -CHAR2HOBBYTXT-, -CHAR2HOBBYVERB-, -CHAR2LIKE-, and -CHAR2LIKETXT-, allowing a reacting character to reference their own likes in proc gen dialogue.

- fixed: a couple of null errors could occur when triggering a chain of exploding satchel charges.

- fixed: a cavalier could charge directly onto a tile with elevation 2 greater than the second-to-last tile, so long as the charge started on a tile no less than 1 elevation below the ending tile.

- fixed: a cavalier could charge and hit a tile with elevation 2 greater than the second-to-last tile, so long as the charge started on a tile no less than 1 elevation below the ending tile.

- fixed: narration about a character running out into the rain during the rainstorm event could continue to show the inside of the tent.

- fixed: narration about a wounded character during the rainstorm event could continue to show rain particle effects if the preceding character was a golem or someone otherwise outdoors.

- fixed: golems and spirits could be inappropriately chosen for certain two-character camp activities.

- fixed: the game never set the default move type for unique generated characters created via the GenerateUnique script action, causing these units to have their move type permanently set to "Swimming" when attempting to reset the unit's current move type upon emerging from water.

- fixed: backgrounds that normally provide an additional physical trait were not doing so for custom characters.

- fixed: when playing with gamepad and creating a new custom character, canceling out of the new character screen did not return gamepad focus to the custom character browser.
#2
For the second post-launch patch:

- reconfigured the barudit's late skill progression to ensure they more consistently get a greater variety of skills.

- barudit now learn either Nimble Stance or Defiant Stance instead of Preemptive Stance or Defiant Stance.

- new skill: Quick Shove. Shove, but it costs 2 energy and doesn't end the turn. Barudit and Prophets now learn this.
#3
- fixed: when playing with gamepad, the recruitment menu was off by 1 when disabling character portraits upon recruitment.

- fixed some graphical errors with hair layering for generic male kineticist, generic female cryokineticist, generic female psy healer, and generic assassin portraits.

- fixed a graphical error with the masking for generic female photokineticists.

- fixed: Secret line 17 could be generated in a variant too long for the dialogue box.

- fixed: unintended species could be generated with Secret line 03.
#4
- improved the quality of item sacks thrown by fans in the crowd as the player advances up the leagues.

- gave the Barudit class an additional early proficiency in Health or Dodge.

- Blackguards now gain +8 bonus Health instead of +5.

- Wyrms now gain +6 bonus Strength instead of +5.

- increased the Prophet's Dodge boost from +25 to +30.

- Protectors are now guaranteed to learn Far Shield.

- when using script actions to spawn units within a randomized range of spaces, the game will now check ahead to ensure that environmental hazard tiles are not chosen for the spawn spot, and will pick the closest safe space to the one randomly chosen.

- AI improvement: the game now considers Disarmed, Slowed, and Sick status effects less valuable when scoring moves.

- AI improvement: the game now factors in space damage on all AI levels, not just the highest one.

- fixed: golems and spirits could react to an ally cooking dinner.

- fixed: in some circumstances in caravan defense missions, it was possible for caravan guards to spawn already submerged in water.

- fixed: camp activities for novelists and toymakers had a formatting error in their camp activities that caused the game to throw an error when holding a one-on-one with them in camp.

- AI fix: the AI valued actions applying Disarmed status to targets who were already disarmed.

- AI fix: the AI was not recognizing chasm tiles as potentially damaging units who moved over them (even while temporarily levitating).
#5
The map does take up inventory space; I wouldn't call it an oversight so much as a design decision.
#6
- item tooltips for weapons now list the uses left out of the weapon's maximum.

- fixed: due to a scripting change, it had become possible to hire out guards or explorers more than once in a day.

- fixed: item tooltips could say "1 uses left."

- fixed: unique portraits with poseable mouths but no support for skin or hair hue-shifting could get their mouths "stained" in their Actions Bar portrait in battle if the last proc gen unit to be selected before them was a spriggat.
#7
For the first proper patch:

- new loading screen tip: "Buy good armor for your characters; this will more than pay for itself in reduced casualties."

- new loading screen tip: "Golems are expensive to buy, but it's a one-time cost: they don't draw an ongoing salary."

- AI fix: if a unit moved after attacking, the unit would not rotate defensively to guard its back regardless of AI handicap level.

- fixed: the dialogue upon destroying training dummies in the Qualifier was no longer firing due to continued use of OnCharDeath triggers instead of OnObjDeath.

- fixed: tutorial text on health and resistances in Battle in the Overgrown Garden had begun to exceed the available dialogue box area.

- fixed: a text overlay removed via script action could inappropriately reappear after closing a dialogue menu, provided that a text overlay had previously been hidden due to the objectives screen or another UI element temporarily hiding it.
#8
- when you change a custom character's name, species, or class, the game will now flag any non-custom dialogue lines assigned to the character to regenerate in order to account for references to the changed details (e.g. the character saying their own name or class in the dialogue).

- stone golems are now generated with a base Dodge value of -10 (down from 0), making it more difficult to create "dodge tank" stone golems.

- the weight given to moves based on how close characters will stay to their allies now has its own distinct property in AI profiles: clustering.

- the "Stupid" AI profile now enforces an army-specific AI handicap floor of 7.

- fixed: the "Stupid" AI profile would cause the game to make characters sit and do nothing until approached, ironically making them harder to deal with in many situations.

- custom campaigns now permit the creation of custom AI profiles! When creating a new custom campaign, an AIProfiles.xml file is now created; edit it to create new AI profiles for use in the campaign.
#9
- fixed: the next page button was not connected properly in the custom character browser.

- fixed: the page buttons when selecting units in dialogue were not working.
#10
- the most challenging conditions in caravan defense battles now can't appear until a certain number of weeks into the campaign.

- fixed: the gamepad cursor could appear misaligned to main menu buttons in the title screen.

- fixed: when playing with a gamepad during recruitment, the gamepad cursor could end up over elements on the left side of the screen even when those elements were not visible.

- fixed: when playing with a gamepad during cutscenes, the gamepad cursor could end up over the food and aura icons in the info bar even when the info bar was not visible.
#11
- the demo can now load custom campaigns! However, when playing any campaign other than the official demo campaign, the demo will kick the player back to the title screen after 5 consecutive scenes.

- fixed: certain personality-specific Recognition Response lines were miscategorized as regular Recognition lines.

- fixed: unadjusted growths were not being applied to characters created with the ShowCharCreator script action, resulting in the game throwing a null error when attempting to alter their growths.

- fixed: certain newer types of data tracked by the game weren't being reset upon starting a new campaign.

- fixed: the left- and right-facing female frost spriggat rest poses had rogue position attributes still attached from the earliest days of experimenting with animations in the engine.

- fixed: the up-facing female barudit sprite had a rogue position attribute still attached that caused female barudit to disappear into stairs when facing upwards.

- fixed: the male frost spriggat and female red spriggat walk animations had rogue position attributes still attached.

- fixed: in the reserve supplies screen, you could use the mouse wheel while a confirmation window was onscreen (e.g. asking if you'd like to auto-equip a character), and it would cause the text in the screen to no longer match the effect of confirming.

- fixed: when the game cloned character portrait data, it was failing to include accessories, meaning that in some situations (most notably during dialogue), character accessories failed to appear.
#12
Created the launch trailer!

- added icons to the buttons in the main menu on the title screen.

- swapped the order of the Custom Characters and Campaign Editor buttons in the main menu on the title screen.

- in combat, battle backgrounds can now be left-clicked to initiate drag-panning (or right-clicked to cancel character movement or skill target selection), the same as normal battle terrain.

- the demo now allows access to the campaign editor! However, the campaign editor limits the user to 5 scenes maximum in their campaigns while in the demo.

- fixed: the Book text sprite was misaligned.

- fixed: it was possible to screw up some of the game's logic tracking what in-game day it currently is by pressing the left or right arrow keys in the calendar screen.

- fixed: the game was not scheduling a new league match after players lost the Gharial, Snow Leopard, or Tiger League qualifier battles.

- fixed: certain day logs relating to character death or wound recovery were missing periods.

- fixed: the day log window within the calendar screen was using outdated arrow graphics.
#13
Together in Battle / Re: Together in Battle Dev Log
April 30, 2025, 12:59:40 PM
- fixed: Lead Ointment was not using its unique item graphic, and instead was sharing a graphic with Thermal Paste.
#14
Telepath Tactics Liberated (2022) / Re: Dev Log
April 29, 2025, 05:38:39 PM
For hotfix 1.0.60j:

- fixed: villager recruits were speaking lines intended for enemy bandits in the Out of Food battle.

- fixed: the gamepad cursors were misplaced for the page picker for character portraits in the reserve supplies screen when in a shop.

- fixed: proc gen weapons and armor in the Randomizer campaign were relying on outdated materials data, causing them to be generated without an item image.
#15
Thanks for reporting it! I'll look into this as soon as I'm able.

Edit: hm; I just tested it and I'm not seeing this issue. Can you give me a bit more context? Where in the game is this happening--in the shop? During pre-battle deployment?