News:

Welcome to the new Sinister Design forums!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - CraigStern

#1
- more work on the final battle.

- added alternate spirit and golem lines to the introductory dialogue at the start of the summer palace escape battle.

- new script action: ShowObjectives. Brings up the animated objectives UI showing current objectives.
#2
Together in Battle / Re: Together in Battle Dev Log
March 18, 2025, 12:30:31 PM
- more work on the final battle.

- stat alterations caused by a character's current terrain are now noted in the character screen.

- new script action: ChangeArmyController. Changes an army from human-controlled to AI-controlled, or vice versa. Two parameters: army number and "is human" (a boolean that can be set to true or false).

- new sound effects: Crowd Gasp, Crowd Gasp Male, Crowd Murmuring 2.

- fixed: when clicking on enemies, the game was not displaying danger tiles for skills that exclusively imposed certain status effects like Enthralled or Clouded (e.g. Mind Control).

- fixed: the terrain inspector would not display healing effects associated with terrain tiles.

- fixed: when stats got into the triple digits, they could get cut off in the character screen.

- fixed: the code which looks ahead to see if a crucial character is going to immediately die from environmental damage after the turn starts (and, if so, shut off the mid-battle save function to prevent the player soft-locking themselves) had not been updated to account for destructible objects which add environmental damage to a space (such as fire).
#3
Together in Battle / Re: Together in Battle Dev Log
March 17, 2025, 07:28:00 PM
Did some searching online to find an artist able to draw a map of Dese.

- worked on the final battle some more.

- new script action: ChangeArmyColor. Two parameters: army number and color.

- fixed: 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.

- fixed: the -ATKX- and -ATKY- special characters had started each returning 0 when using skill scripts regardless of where the attack was centered.
#4
Telepath Tactics Liberated (2022) / Re: Dev Log
March 17, 2025, 11:59:53 AM
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.

- fixed in version 1.0.60h: the -ATKX- and -ATKY- special characters had started each returning 0 when using skill scripts regardless of where the attack was centered.
#5
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.
#6
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.
#7
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.
#8
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.
#9
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.
#10
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.
#11
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.
#12
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.
#13
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.
#14
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.
#15
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.