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Messages - CraigStern

#106
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.
#107
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.
#108
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.
#109
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.
#110
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.
#111
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.
#112
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.
#113
Together in Battle / Re: Together in Battle Dev Log
February 19, 2025, 08:38:42 AM
- gave Glossary entries a final pass for spelling and formatting, added topics for Mind Blast and Giant Mantis, and linked the Psy disciplines to topics for their respective damage types. (This means the glossary now has 234 entries.)

- you can now scroll through glossary topics in the same category using the mouse scroll wheel.

- new text sprite supported: Book.
#114
Together in Battle / Re: Together in Battle Dev Log
February 18, 2025, 04:41:42 PM
- spriggats are now more likely to be generated as Dualists.
#115
Together in Battle / Re: Together in Battle Dev Log
February 17, 2025, 11:46:53 AM
- wrote glossary entries for Days of the Week, Nihal Agarwal, Raj Rakshak, and Trainer. This brings the glossary to 232 entries.

- there are now triggers throughout the game that unlock glossary entries for the maharaja, Praetor Nero, Manbir Raksha, Malatose, Prince Ajit, Dayaan, Gundeep Khulaasa, Dhatuu Dil, Nita Dil, Jigna Lal, Nihal Agarwal, Gupt Nistha, Trainer, Heemank Ambani, Sita, Dusht the Deplorable, and Raj Rakshak.

- added gamepad controls to the glossary.

- new script action: SupplementGlossaryTopic. Allows the description in a glossary topic to be dynamically supplemented with additional information mid-playthrough. Two parameters: Topic ID and Supplemental Description.

- the game now generates a new placeholder glossary for editing whenever you create a new custom campaign.
#116
Together in Battle / Re: Together in Battle Dev Log
February 16, 2025, 10:44:05 AM
- wrote glossary entries for nearly all of the named NPCs in Together in Battle, plus a bunch of new general concepts important for understanding the world. The total "lore" entries in the glossary now number 109, plus 44 about individual Psy Clash cards and 75 mechanics-focused entries for a total of 228 entries. A good stopping place, I think!

- individual glossary entries may now start off locked, and will not appear in the glossary until unlocked.

- characters who get certain variants of the Fantasize camp activity now increase the likelihood that they (or anyone else in camp with a crush) will ask another character out on a date.

- if a character with the Old Flame relationship label asks out the other character with the corresponding Old Flame label, they'll now get special dialogue acknowledging their prior romance.

- new script action: UnlockGlossaryTopic. Unlocks a previously locked glossary entry so that it will appear in the player's glossary going forward. One parameter: Topic ID.

- new script actions: IfRelationshipLabelGoTo and IfRelationshipLabelRun. These let you produce special dialogue or effects based on whether characters share a special type of relationship. The same as every other kind of If action, but the relevant parameters to check are Character 1, Character 2, and the relationship label to check for (concerning what label character 1 has for character 2, not vice versa).
#117
Together in Battle / Re: Together in Battle Dev Log
February 15, 2025, 06:00:53 PM
- increased the number of hand-written lore-focused glossary entries to 82; every region and hometown in the game that a character can possibly originate from now has its own entry.

- the bottom of every glossary entry now contains clickable links to other, related glossary entries, making it much easier to learn about related subjects (and creating its own little TV Tropes-esque research rabbithole).

- whenever the game generates a day log following a victory or loss in the arena, it now includes a note of how much aura you received for the fight.

- fixed: if you clicked the victory box to skip the MVP award animations, the awards would not snap to their correct final locations.
#118
Together in Battle / Re: Together in Battle Dev Log
February 14, 2025, 02:11:16 PM
- the game now has a Glossary that can be accessed and browsed from the main menu at any time during non-combat scenes! The Glossary currently contains 60 hand-written entries explaining lore about the Telepath setting, 44 entries showing what every Psy Clash card is and what it does, and then a further 75 entries describing the game's variety of elements, stats, and status effects.

More to come...
#119
Together in Battle / Re: Together in Battle Dev Log
February 13, 2025, 01:23:42 PM
- during one-on-ones in camp, you can now order characters to undertake special camp activities tied to their distinctive talents! Hunting for food, treating the wounded, lecturing, repairing weapons...as long as the character knows how to do, they can be ordered to do it (with the sole exception of group morale-boosting activities such as joking, singing, and telling stories--these are off limits for obvious balance reasons.)

- characters who have a prior relationship are now given memories of having met years before the start of the game that they can potentially reference when reminiscing.

- when characters who have a prior relationship are recruited, a tag is now added so that one will try to talk to the other when they are in camp together.

- wrote new recognition lines for characters with Cheerful and Natural Leader personalities.

- two new script actions: CapitalizeString and DecapitalizeString. These alter an existing string variable so that the first character is capitalized or so every character in the string becomes lower case, respectively.

- new optional parameter for the AddReply script action: Add at Position. This lets you pick a spot in which to insert the reply. (Without this, new replies created via AddReply always get added onto the end of the existing options.)

- if the branch parameter for AddReply is left blank and the Conv ID parameter is also blank, the game will now default to adding the reply to whatever the current branch of the current conversation is.
#120
Together in Battle / Re: Together in Battle Dev Log
February 12, 2025, 03:43:18 PM
- Together in Battle now supports anime hair colors for custom character portraits: blue, light blue, green, purple, pink, and bright red. (To be clear, the game will never use these colors for proc gen units, but you can now select them for your OCs if you like.)

- newly recruited characters now have a chance to know one of your other characters from back before they were recruited: as an old rival, as a childhood friend, or as an old flame.

- characters now get a second recognition line for other characters they recognize and dislike.

- wrote numerous new recognition lines for characters with varying personality traits.

- added both positive and negative recognition lines and recognition response lines to the custom dialogue page of the custom character creator.

- new script action: CampActivitiesToList. Two parameters: character name and list name.