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Messages - CraigStern

#46
Together in Battle / Re: Together in Battle Dev Log
April 09, 2025, 12:50:05 PM
- added about half a dozen new variants to possible Fantasize narrations.

- fixed: in rare instances, the battlefield generator could sometimes stop short of generating all of the required deployment spots for a battle.

- fixed: during the event A Nice Bath, the initial narration inappropriately uses a second character's nickname for the first character rather than the first character's name.

- fixed: campaign-specific camp activity narrations sharing the same ID as default narrations would not prevent the default ones from being loaded in the pool of available narrations.

- fixed a couple of minor scripting issues in the Gharial League Qualifier battle.

- fixed: the game's prohibition against non-flyers launching melee attacks against targets on a space with an elevation difference of 2 or greater was not being applied to skills where the attacker moved to the target over a distance (such as Charge).
#47
Together in Battle / Re: Together in Battle Dev Log
April 08, 2025, 02:31:56 PM
- fixed: the game was missing certain operations for float values (such as floor and ceiling), causing it to inappropriately set float values to 0 when encountering these operations in contexts such as the TargetPreference unit tag. This, in turn, was causing thieves to completely ignore chests in battle instead of prioritizing them.

- fixed: in some rare instances (such as where an AI unit ends its turn by swimming onto a land tile with reeds), the game could end up running a coroutine to wait and then execute the next move twice, resulting in the game running the next two AI moves concurrently.

- fixed a minor scripting issue in the first interrogation of Malatose.

- fixed: data for hobbies and miscellaneous likes could get mixed up for custom characters.

- fixed: code intended to check what types of dialogue a unit had engaged in with any other unit was not working as intended.
#48
Together in Battle / Re: Together in Battle Dev Log
April 07, 2025, 10:45:07 AM
- scripted logic for the game in case the player fights in the tournament championship without first completing the main plot.

- added arrow buttons to the day log viewer; you can now use these to browse through day logs without leaving the viewer.

- the day log viewer now tells you the exact date of the logs being displayed.

- new element support in custom character creation: background. This lets you choose your character's life skill from before they joined up.

- rearranged elements on the character creation screen to keep the explainer pop-up from obscuring the character portrait.

- fixed: red spriggats were getting much lower boosts to maximum health from promoting than every other spriggat type.

- fixed some bad scripting for some of the character chatter during the game's primary bad ending.

- fixed a small graphical issue with NextScene replies during a late event in camp.

- new optional parameter for the PlayLoop action: volume percentage. Supply an integer from 1 to 99 to have the game play the loop at that percentage of its normal volume. (If you put 100, there's no reason to use the parameter to begin with; and if you use 0, you might as well not play the loop.)
#49
Together in Battle / Re: Together in Battle Dev Log
April 06, 2025, 07:53:04 AM
- increased the chance of characters who talk in camp having a narrated conversation instead of specific dialogue from 40% to 50%.

Pushed an update as version 0.9.80 with everything prior (but closing off access to the endgame).

- received, integrated new Whirlwind animations for royal axe guards and Manbir Raksha into the game.

- renamed the glossary button to signal that it also contains maps.

- fixed: it was possible for custom characters who had previously been recruited to show up again in recruitment, allowing the player to recruit a second copy of that character at level 1.
#50
Together in Battle / Re: Together in Battle Dev Log
April 05, 2025, 11:29:38 AM
- worked on the ending some more.

- characters with the Sugar Fiend trait are now generated with tags that give them Move Bonus status after eating Ladoo. (This change is not retroactive to characters created before the patch.)

- added alternate dialogue to the Praetor Nero arrest scene in case the player is discovered because of time running out.
#51
Together in Battle / Re: Together in Battle Dev Log
April 04, 2025, 11:53:13 AM
- wrote more ending slides.

- after a certain number of in-game days (200 in Relaxed difficulty, 140 in Challenging, and 100 in brutal), the game now locks the player into the first bad ending.

- the time limit is now another customizable value under Custom Difficulty.

- wrote alternate dialogue for Nihal Agarwal if the maharaja dies and you visit the shop.

- Ladoo now shows up in the consumables section of the shop upon reaching Monkey League.
#52
Together in Battle / Re: Together in Battle Dev Log
April 03, 2025, 11:07:43 AM
- worked on the ending some more; wrote numerous "slides" describing what happened to various of the game's characters after the conclusion of the story.

- fixed: one of the flirtatious "miscellaneous like" lines incorrectly referred to hobbies instead.

- fixed a typo in part of the scripting for the Lost Kitten event.

- fixed a typo in part of the scripting for one of the bad endings that could cause golems and spirits to offer dialogue inappropriate to their nature.
#53
Together in Battle / Re: Together in Battle Dev Log
April 02, 2025, 02:36:54 PM
- finished writing the direct narrative portions of the game's ending! (Now I just have the "slideshow tying things up and referencing past choices" bit to do.)

- fixed: defeating all enemies during the first floor of cavern exploration would take the player back to camp instead of down to the second floor.

- fixed: destructible objects were not taking heat damage over time while immersed in lava.

- fixed: changes to the next scene made via SetNextScene and SetDefeatScene were not being saved in mid-battle saves.

- fixed: the recruitment screen was not displaying salary and price text consistently between golems and non-golem characters, using text for most characters and the aura symbol for golems.
#54
Together in Battle / Re: Together in Battle Dev Log
April 01, 2025, 06:11:22 PM
- wrote the speech in which the player reveals their secret mission.

- worked on the game's ending some more.
#55
Together in Battle / Re: Together in Battle Dev Log
March 31, 2025, 10:43:09 AM
- created a variant portrait for the final boss post-defeat.

- for the first two plot events in the game (the flyer event and the camp visit event), you can now use Escape key or the Cancel button to automatically move through the dialogue quickly without choosing a reply on dialogue branches where there are multiple reply options.

- updated the Jack of All Trades achievement to require promotion to all 49 prestige classes (as opposed to the 48 such classes that existed prior to the addition of the Mechanist).

- new achievements added: Badly Executed and Savior of Dese.

- updated the Glossary entry for Thought Impressions.

- fixed: characters could react to friendly fire from generic units with a Friendly Fire bark.

- fixed a null error that could occur if lit charges exploded on their own and triggered a counterattack check.

- fixed a null error that could occur if lit charges exploded on their own and killed someone as the game tried to check for a friendly-fire bark trigger.
#56
Together in Battle / Re: Together in Battle Dev Log
March 30, 2025, 11:55:02 AM
- finished writing the scene immediately following the final battle (specifically, the variant for if the primary objective was achieved in time).

- characters with the Fruit Allergy trait are now precluded from being generated with fruit in their inventories.

- characters with the Sugar Fiend trait are now always generated with some manner of baked good in their inventories.

- new script action: ClearLights. Removes all point and directional lights from the battlefield.

- scripted capability for the game to permit the player to skip certain dialogue branches with the Escape key/Cancel button even if they contain multiple replies or would otherwise normally be unskippable.

- official (i.e. not player-created) campaigns can now set special int variables readable globally in every campaign to check if the player has yet encountered certain types of situations.

- new script actions: IfInternalValGoTo and IfInternalValRun, which check these global integer values instead of the normal kind.
#57
Together in Battle / Re: Together in Battle Dev Log
March 29, 2025, 06:44:57 PM
- new special character: -CONTROLLINGARMY-. Returns the army is currently controlling the character who triggered the dialogue (accounting for Enthralled status). If there is no such character, then game returns the army whose turn it currently is.

- you can now grab item sacks filled with money using Enthralled enemies. :)

- fixed a null error that could occur if an enemy burned to death from a Burning status effect applied from exploding charges.

- fixed: the game had ceased displaying mouseover tooltips for item sacks on top of bridges.
#58
Together in Battle / Re: Together in Battle Dev Log
March 28, 2025, 02:32:40 PM
- added day logs for choices made during the Festival of the Ascendant Lights.

- added missing sound effects to the dramatic climax of the Festival of the Ascendant Lights.

- new sound effect: Wail Woman.

- new sound loop: Crowd Angry.

- replaced "aura" text in numerous dialogue replies for various events with the aura symbol.

- the shop now has a 1-in-3 chance of having a Claw in stock whenever you visit.

- fixed: defeating the Steel Bandits was adding steel weapons to Agarwal's, but not iron or steel armor.
#59
Together in Battle / Re: Together in Battle Dev Log
March 27, 2025, 12:12:19 PM
- edited scripting for the first Thief Attack event to make enemy levels scale more evenly with in-game time passed.

- fixed a few minor scripting errors for Battle with the Steel Bandits.

- fixed: the code that triggered recognition dialogue could cause characters with sufficient familiarity but who had not actually spoken a normal Greeting line to each other to inappropriately use recognition lines when speaking dialogue to each other for the first time.

- fixed: a character who already had a nickname for someone could nonetheless get Nickname dialogue with them and overwrite their existing nickname.

- fixed: Pessimistic characters could mistakenly be assigned an Info Response line intended for Religious characters.
#60
Together in Battle / Re: Together in Battle Dev Log
March 26, 2025, 09:47:59 AM
- created a few new gradations for friend and enemy relationship labels.

- wrote a few new variations on talk camp narrations for characters discussing the impending Festival of the Ascendant Lights.

- the game will no longer run late-night battle events on the same day that a league qualifier or championship match occurred.

- added a day log for when Nihal Agarwal asks the player to help restore his supply of steel armaments, and a second day log recording whether the player agreed or refused.

- added day logs for a variety of side quest battles (particularly those with multiple potential outcomes).

- fixed: a coding mistake had started causing the dialogue for late-night events to stop showing up.

- fixed: a scripting error was causing the caravaneer's guild to erroneously say you had no characters available to hire regardless of how many characters you had.

- fixed: the description for Partial Plate incorrectly labeled it as heavy armor instead of medium armor.

- fixed: it was possible for characters to talk about how battles have changed since the team got into the current league before the player ever actually fought a battle in that league.

- fixed a couple of typos in a few variations of the practice camp narration for characters with the Insomniac trait.