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Messages - CraigStern

#16
Together in Battle / Re: Together in Battle Dev Log
August 02, 2024, 10:13:16 AM
- it is now possible to browse and edit custom characters you've already created on the title screen.
#17
Together in Battle / Re: Together in Battle Dev Log
August 01, 2024, 10:52:14 AM
- custom characters now have personality and physical traits hand-assigned as part of their creation process (rather than having them assigned at random).

- custom character inventory is now dynamically generated when they appear in recruitment rather than upon their initial creation so their load-out can reflect the materials and equipment quality levels available at that moment in the run.

- added dynamic mouseover descriptions to the pickers for species, class, personality, and physical traits in the custom character creator.
#18
Together in Battle / Re: Together in Battle Dev Log
July 31, 2024, 02:48:05 PM
- the custom character creator now saves completed custom characters to a file for later use.

- the game now checks for custom characters whenever the recruitment screen comes up; if it finds any, there is an 80% chance that the game will pull one to appear among the proc gen characters.
#19
Telepath Tactics Liberated (2022) / Re: Dev Log
July 30, 2024, 11:57:03 AM
- updated the "enemy range" tutorial in the caravan battle with instructions for how to check all enemy ranges at once.
#20
Together in Battle / Re: Together in Battle Dev Log
July 30, 2024, 11:55:59 AM
- added a tutorial explaining how to check enemy ranges.

- the game now creates a directory for mods when it is first run.

- worked on the character creator some more! It is now possible to create a custom character with their own name, species, gender, class, portrait, sexual preference, and stat growths.
#21
Together in Battle / Re: Together in Battle Dev Log
July 29, 2024, 12:27:13 PM
- fixed: positive physical traits imbued by a character's life skills would not exclude the opposite, negative trait from being selected during character creation (potentially leading to characters with, e.g., both muscular and skinny traits at once).


Changes for version 0.7.00:

- further increased the likelihood that characters will choose to interact with other characters with whom they are already friends or lovers.
#22
Perfect, thanks! This is now fixed for the next update. :)
#23
Together in Battle / Re: Together in Battle Dev Log
July 28, 2024, 12:44:52 PM
- fixed: you could softlock the game by blocking a character from moving at all during scripted movement.

- fixed: a character spawning onto the battlefield on top of a trap would not trigger the trap.

- fixed: if a character started its turn on a pressure trigger space, the game would ignore pressure triggers on the first adjacent space the character moved to.

- fixed: when killing an enemy by shoving an ally into them, if the enemy had a counterattack available, the enemy could sometimes counterattack the character who was shoved into them even though they had taken lethal damage.
#24
Together in Battle / Re: Together in Battle Dev Log
July 26, 2024, 02:59:32 PM
- worked on the character creator logic and UI design.
#25
...okay, I just tried replicating it and couldn't get it to happen. Do you have a save file or a log file you can send me?
#26
Telepath Tactics Liberated (2022) / Re: Dev Log
July 26, 2024, 11:58:34 AM
- for randomizer playthroughs, replaced the convex shield in Fera's room with a more universally applicable set of leather armor--and replaced the knife in the basement rubble with a convex shield.

- for randomizer playthroughs, reduced the mental resistance of the bandit fortress basement guard by 20 to help ensure that no softlock situations can occur if Emma is a psy user.

- fixed: during randomizer playthroughs, Silithis's companions were appearing as part of the wrong army during the cutscene where she reaches Adelbrae.

- fixed: the bridge-building kit item was missing from the randomizer campaign.
#27
Interesting--I'll look into this!
#28
Not a bug! Unless the promotion description says otherwise, promotions actually aren't supposed to come with new skills--they're supposed to come with stat boosts and improvements to one or more existing skills. (The thing where promoted characters immediately learn a new advanced skill was a longstanding bug that I fixed in a recent patch.)

Keep leveling him--I bet he'll learn Cryo Cross or Frost Army soon. :)
#29
Together in Battle / Re: Together in Battle Dev Log
July 25, 2024, 12:45:47 PM
- AI improvement: the game can now string together additional moves after Use Once skills, causing swordsmen in particular to take much more effective turns.

- fixed: when changing a custom string for the name of an army during a battle, the game would not update the army's name in the new turn window.

- fixed: the day log summary for characters getting wounded was missing a period.

- fixed: due to a scripting error, a flag allowing the player to follow Malatose one week following her second interrogation was never set.

- AI fix: the game was double-counting impact damage against a target when the target was shoved into another character even when the character they were being shoved into was an ally of the attacker.
#30
Together in Battle / Re: Together in Battle Dev Log
July 24, 2024, 11:43:22 AM
- began laying the groundwork for skin tone and hair color swapping in human character sprites.

- cleaned up photokineticist walk animations a bit.

- fixed incorrect palette highlight coloration for pants in the photokineticist sprite.

- optimized the evening event-choosing process to avoid memory issues from excessive attempts to pick an event.