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Messages - CraigStern

#1
Hotfix 1.0.02a:

- during heat waves in Snow Leopard League (and on maps covered with snow in Tiger League), characters now have twice as long to win in the arena before they get stricken with heat sickness.

- added a note to the Blacksmith Rescue mission warning about using loud skills.

- added a message to the Blacksmith Rescue mission informing the player that they can control Dhatuu Dil directly after speaking to him.

- added a tutorial about using keys to unlock doors to the Blacksmith Rescue mission.

- during the Battle with the Steel Bandits, when the player is spotted, the boss now waits a turn before aggro-ing so they don't sprint out ahead of all the other units and get sniped.

- fixed: the game could run a second event upon returning to camp after the battle with the steel bandits.

- fixed: the game wasn't returning to camp after the treasure thicket event, instead skipping to the calendar.

- fixed a flaw in how the game's pathfinding algorithm interacted with allied traps. Not only was it causing movement paths through traps to not appear, but it could actually produce a really nasty character positioning offset bug if you deliberately chose to walk into an allied trap under certain conditions.

- fixed: when using a gamepad in the custom character creator, hitting the B button to exit the portrait accessories window would transfer gamepad cursor focus back to the main character creation screen as intended but would leave the accessories window open.

- fixed: when playing with gamepad, in rare circumstances, it was possible for the gamepad cursor to shift focus to the battlefield rather than the victory screen as the battle ended.

- fixed: when playing with gamepad, "Click to Continue" text exhibited a small graphical glitch when animating during the camp and plot narrations.

- fixed: when playing with gamepad, pressing the X ("Actions") button while in the middle of targeting an attack would switch the gamepad's focus to the actions bar even as the actions bar remained invisible, and would not clear the attack targeting UI or text overlay with the skill's name.

- fixed: when playing with gamepad, under some circumstances when positioning the selector over a space and then selecting a skill from the actions bar which could not target the space the selector was left on, the game would fail to snap the selector to a valid attack tile space.

- new script action: EquipmentToList. Creates a list of all equipment in the specified character's inventory; an optional parameter narrows it only to equipment which is currently equipped.

- fixed: topic tooltips were being layered beneath the describer pane in the in-game reference for the campaign creation suite.

Changes for version 1.1:

- new skill: Berserk. Buffs the user's movement 25% and strength 20% for the turn; 4 energy.

- Berserkers now learn Berserk.
#2
Changes for version 1.1:

- continued writing hobby response lines.

- fixed: a typo was keeping the second character's portrait from showing up during the "Revenge Quest 1" event.
#3
- the undo stack now properly supports Move skills which swap the locations of two units (such as Twirl, Quick Twirl, and Trade); undoing these now resets both units to their original spots simultaneously.

- as a convenience, the shop now accounts for units temporarily absent from the group when showing what equipment your characters can use, who wants what, and why.

- special weapon availability in the shop now expands upon hitting Gharial League.

- Anatomical Treatises may now show up in the shop on rare occasions.

- day logs tracking wins and losses in the arena now distinguish between league matches and pick-up matches.

- cleaned up some mistakes in the hue-shifting mask for the Dese messenger portrait.

- fixed another long-standing UI annoyance where using a hotkey to undo a move would cause all of the revised move tiles to spawn in blank even if one of them spawned in directly beneath the current location of the mouse cursor, forcing the player to move the mouse off the tile to see the full move sequence displayed.

- fixed: Twirling a non-flying enemy into a chasm was not queueing up the requisite fatal falling damage.

- fixed: deployed units were set to face toward the central coordinates of a map, meaning that if a player deployed a character onto the very centermost tile of the map, at the start of battle, the game would temporarily assign them a facing direction of "None" and replace their sprite with a placeholder sprite until they moved. Freshly deployed characters now try to face toward the closest enemy on the map instead.

- fixed: if you dismissed a character with a truly excessively long custom name, the name could spill over onto the second line of the confirmation window and obscure the warning about how they'll be gone permanently.

- fixed: when generating special relationship labels for characters created from an existing character's NPC pool, if the characters were related, their relationship labels were getting inappropriately swapped.

- fixed: when generating special relationship labels for characters created from an existing character's NPC pool, the special relationship label on the newly created unit re: the original character was not getting capitalized.

- fixed: one of the dialogue branches during the final confrontation was missing a portrait.

- fixed: when the game detected EndConvImmediately in branch 0 of dialogue and there wasn't a speaker or any dialogue text in that branch, it would recognize the dialogue as purely a vessel to run script actions and wouldn't display the dialogue menu even if the branch was changed to one where there is a speaker or dialogue text.

- fixed: the info bar could block certain tooltips in the army overview screen.

- fixed: certain, newer dialogue-processing variables were not being cloned when cloning dialogue-processing data.
#4
For the second post-launch patch:

- normal arena battles no longer end immediately when the last opponent falls; the game now checks for victory at the end of each turn.

- increased the Drake's Health boost from +18 to +23, reduced Energy gain from +2 to +1.

- the Prophet now gets +5 Strength instead of +4; the Protector now gets +8 Psy instead of +4.

- removed most of the trash-tier and "practice" weapons from random item drops. New rare item: Void Cloak. Essentially a Shadow Cloak, but dramatically more effective.

- species that canonically float (e.g. shadowlings, spirits) now have an attribute that, when a portrait is displayed for a character of that species, causes the game to automatically make the portrait glide when it moves.

- fixed: paper scraps with riddle lines on them were not being removed from character inventories upon exiting a cavern, and were stuck indefinitely eating up inventory space.

- fixed: randomly dropped leather boots and plated boots were showing up without a valid item image.

- fixed: even if the player somehow managed to win the game without ever meeting Ishita Svaamee, the game would show them her slide during the ending sequence anyway.

- fixed a long-standing UI annoyance where using a hotkey to select an attack would cause all of the red attack tiles to spawn in blank even if one of them spawned in directly beneath the current location of the mouse cursor, forcing the player to move the mouse off the tile and back onto it to see the hit reticle and damage prediction text.

- fixed: the Together in Battle demo was inappropriately connecting to Telepath Tactics Liberated's Steam workshop instead of Together in Battle's.

- fixed: spirits and golems could be chosen for the "slur" portion of the BPD Recruitment event.

- when used in battle, the RemoveItem script action now supports using "Army X" nomenclature for the character name parameter to stripped the named item from every character in the specified army.

- new condition: Combat Victory Check. By default, this is set to true, meaning that the game will check for victory after every combat exchange where a combatant dies. If it is set to false, the game will not check to see if victory conditions have been satisfied until the end of each turn (giving the player time to do any last-minute grabbing of fallen item sacks).


For future updates:

- barudit now learn Net Mastery as part of their early skill progression.

- wrote a seventh riddle for caverns.
#5
- 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.

- fixed: when creating a custom difficulty, the game would override your choice of time limit with 140 days.

- fixed a small typo in Rohit's dialogue when he gives the player a deck during the Festival of the Ascendant Lights.
#6
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.
#7
- 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.
#8
- 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).
#9
The map does take up inventory space; I wouldn't call it an oversight so much as a design decision.
#10
- 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.
#11
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.
#12
- 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.
#13
- 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.
#14
- 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.
#15
- 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.