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Messages - CraigStern

#31
Telepath Tactics Liberated (2022) / Re: Dev Log
July 23, 2024, 03:03:09 PM
- fixed: the player could get assigned the wrong roster during a randomizer playthrough, resulting in them having no characters on the battlefield during the caravan battle prelude scene and getting stuck in a "defeat" loop.
#32
Together in Battle / Re: Together in Battle Dev Log
July 23, 2024, 10:58:47 AM
Ran into a weird fatal error with one specific save file while testing; tried wiping the cache and reinstalling Unity entirely, but to no effect. Sent a report to Unity about it.

In the meantime:

- reduced the size of the game's cutscene backgrounds by about 4/5ths by lowering their resolution 50%.

- updated the project to a somewhat more recent version of Unity.
#33
Together in Battle / Re: Together in Battle Dev Log
July 22, 2024, 02:15:30 PM
Gave artist feedback on a new battle background; hired another artist to redo all general character sprites to support dynamic palette swapping of skin and hair color, now in progress!

Otherwise:

- added team size and average level warnings to the Investigate daytime action.

- increased the witness's durability a little bit in the witness protection battle.

- added support for terrain tiles with built-in status effects.

- fixed: Burning status was not being extinguished by a character being submerged in water.

- fixed: destroying a cosmetic bridge tile embedded in land via an explosive could result in a surviving unit standing on that space being "dropped" upward into the air and remaining there.
#34
Together in Battle / Re: Together in Battle Dev Log
July 19, 2024, 10:01:27 AM
Reached out to an artist to redo character sprites to support dynamic palette swapping of skin color and hair color.

- cleaned up assassin walk animations a bit.

- fixed a couple of typos: one in the Festival of the Ascendant Lights narration, one in Malatose's dialogue during her first interrogation.
#35
Together in Battle / Re: Together in Battle Dev Log
July 18, 2024, 11:58:39 AM
- finished the next two palace intrigue cutscenes.

- fixed: a handful of random event day logs could be truncated due to a formatting mistake.

- fixed: on maps with more deployment slots than allowable deployed characters, players could bypass maximum deployment restrictions merely by deploying every one of their available characters.
#36
Way ahead of you! Both of those things are already implemented. ;)

To see morale et al. in the reserve supplies screen, just right-click the character you want to inspect.

To manage reserve supplies during deployment before battle, click the little item sack button.
#37
Huh! That's odd. Can you can send me that save file?
#38
This not a bug exactly so much as a leftover behavior from Telepath Tactics! I could change it, but I feel that would reduce the number of interesting trade-offs players have to weigh when making moves. I'll give it some thought.
#39
Hm; that's a tricky one. Melee attacks are not supposed to be targetable across an elevation difference greater than 1, so technically this is working as intended--but I do see how that produces unintended consequences with AOE skills. I'll have to meditate on what (if anything) to do about this!
#40
Thanks for the report! If you could provide your save file, that would be very helpful. (Also, I'm glad to hear you're enjoying the game! :) )
#41
Thanks for the report, but this is not a bug; save slot 99 is the intended limit.
#42
Thanks for the report, this is now fixed for the next update!
#43
Together in Battle / Re: Together in Battle Dev Log
July 16, 2024, 02:40:18 PM
- you can now hold down the alt key to see every character's health bar onscreen at once.

- when defeated in battle, a button to call up the main menu now appears in the bottom-right of the screen so you can double-check objectives, restart the entire battle, or go to the title screen.

- fixed: when using Charge against a target, ending the charge on caltrops, and killing the target, the target wouldn't get knocked back and the combat sequence wouldn't conclude, causing the game to freeze.
#44
Together in Battle / Re: Together in Battle Dev Log
July 15, 2024, 01:42:50 PM
- the AI now takes into account whether a target is frozen, blinded, or immobilized when deciding whether to mind control them.

- fixed: upon clicking a skill, then opening the character screen and unequipping the item which grants the use of that skill, the skill's red attack tiles would remain present and clickable on the battlefield.
#45
Together in Battle / Re: Together in Battle Dev Log
July 12, 2024, 04:15:40 PM
- worked on a new cutscene with Dayaan.

- fixed: the description text for laboring was out of date, stating that laboring takes only 30% of a character's remaining energy rather than the 50% it now takes.