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Messages - CraigStern

#61
Together in Battle / Re: Together in Battle Dev Log
December 22, 2024, 01:52:24 PM
- when using gamepad controls, after moving a character with a knockback skill, if there is not a direct-damage skill available, the game now auto-selects the knockback skill for use on an enemy who can currently be damaged by being knocked into an object or character, off of elevation, or into an environmental hazard. (This makes it much easier and more enjoyable to field kineticists when playing with gamepad controls.)

- when using gamepad controls, the gamepad cursor now properly disappears from the screen when transitioning to a new scene.

- fixed: the Together in Battle demo was not defaulting to gamepad controls on Steamdeck as intended.

- fixed: when using gamepad controls during recruitment, the little portrait frame had ceased to appear on the current selected character.
#62
Together in Battle / Re: Together in Battle Dev Log
December 21, 2024, 12:14:44 PM
- fixed: when playing on Steamdeck, the gamepad cursor was not aligned correctly for the day cells in the calendar screen.

- fixed: when playing on Steamdeck, the gamepad cursor was not aligned quite right on item options buttons (Use, Give, Drop, Cancel, etc.)
#63
Together in Battle / Re: Together in Battle Dev Log
December 17, 2024, 01:55:52 PM
- added scripting to mark objectives reached for characters who take down an enemy idol or inspirational leader in the arena, or who recruit their sibling there.

- added scripting to mark objectives reached for characters who achieve certain objectives in the monkey league qualifier, battle in the dissidents' den, blacksmith rescue fight, golem attack, revenge quest battle, and battle in the northern stepwell.

- during the blacksmith rescue mission, there is now alternative dialogue for Dhatuu Dil if you speak to him with a golem or a spirit.

- new script action: ReplaceInList. Systematically goes through a custom list and, upon finding a particular entry value, replaces it with a different value. Three parameters: List Name, Entry Value, and New Value. Optional fourth parameter: Allow "Contains" Matches. (If this last parameter is set to true, the game will count any value containing the Entry Value as a match.)

- fixed: during the Stat Advice camp event, if one of the stat possibilities was Counter Limit, the game would fail to display the correct icon alongside it.

- fixed: when reporting to Manbir Raksha following the attack on the royal guard informant, if the informant was not saved, certain dialogue replies led to the wrong part of the dialogue tree, causing the conversation to proceed as though the player was speaking to Prince Ajit.

- fixed: if, during a Psy Clash match, you had multiple minions with free-targeting (e.g. bowmen or crossbowmen) in play and the opponent ran out of minions for you to target in the middle of free-targeting, the game would softlock.

- fixed: if, during a Psy Clash match, the AI opponent had multiple minions with free-targeting (e.g. bowmen or crossbowmen) in play and you ran out of minions for them to target in the middle of free-targeting, the game would freeze.

- fixed: when using gamepad controls, the B button would behave like the A button during dialogue even in contexts where this made no sense.

- fixed: when using gamepad controls and selecting from a list of units in dialogue, if the dialogue tree returned to the list of units, the tooltip for the last selected character would still be showing onscreen.

- fixed: when hiring out characters, the game would show a message about right-clicking characters to see their stats in detail even if the player was playing with a gamepad.

- fixed: in proc gen battles where the player's characters auto-deploy and the final character in the roster had a wound level greater than 1, the game could throw an out-of-range error when queuing up the characters to spawn.

- fixed: the file containing the data for the Poison Needles skill had gone missing from the game.

- fixed: during the free-roaming bits of cavern exploration, the introductory text had ceased to coexist peacefully with the free-roaming tutorial text.
#64
Together in Battle / Re: Together in Battle Dev Log
December 16, 2024, 06:20:30 PM
After a week away on my honeymoon, I'm back in Chicago with my Together in Battle to-do list in hand!

- fixed: defeating all enemies on the first floor of a cavern would send the player back to camp instead of down to the second floor.

- fixed: receiving a psy clash deck from Rohit during the Festival of the Ascendant Lights would cause the game to overwrite whatever assorted psy clash cards the player may have accumulated up to that point.

- fixed: when using gamepad controls, after moving a character with a healing skill, the game would not auto-select a Shield skill for use on a damaged ally in range unless the ally belonged to a different army.

- fixed: when using gamepad controls, after exiting the game settings menu in a cutscene, the game would inappropriately return gamepad focus to the underlying scene rather than the main options menu (which remained open onscreen).

- fixed: one of the greeting line variants for Imaginative characters was missing a period.
#65
Together in Battle / Re: Together in Battle Dev Log
December 09, 2024, 11:03:25 AM
- the game now tracks collision damage and falling damage dealt to enemies in combat.

- new post-battle MVP award type: Most Impact Damage to Enemies.
#66
Together in Battle / Re: Together in Battle Dev Log
December 08, 2024, 11:32:12 AM
- the game now auto-updates glow values for characters from older versions.

- fixed: shops in the cutscene editor had broken, throwing a null error when displayed.
#67
Together in Battle / Re: Together in Battle Dev Log
December 07, 2024, 03:21:40 PM
- fixed: because the Kill-All Victory condition was turned off for army 0 in Attack the Idol matches, destroying the idol would not actually cause the player to win after it resulted in army 1 being wiped out.
#68
Together in Battle / Re: Together in Battle Dev Log
December 06, 2024, 10:45:50 AM
- the game now tracks total damage dodged and total damage blocked by units in combat.

- new post-battle MVP award type: Most Damage Dodged or Blocked.
#69
Together in Battle / Re: Together in Battle Dev Log
December 05, 2024, 10:40:11 AM
- wrote new alternative dialogue for if the player speaks to Dhatuu Dil with a spirit or golem character during the rescue mission.

- the game now tracks battle performance stats on a per-character basis, both for the current battle and across the whole game. Stats tracked include: damage dealt, enemies defeated, enemies debuffed, healing provided, energy provided, allies buffed, damage taken, sacks grabbed, traps placed, objects created, characters summoned, number of times held spaces, number of times deployed, and number of times defeated.

- the game now hands out little "MVP" awards at the end of each battle based on how much (and how) the characters left on your team contributed!

- new script action: MarkObjectivesReached. Sets a special internal stat for the named character of the type "Objectives Reached," stored alongside other battle stats and used in the algorithm for determining MVPs at the end of a victorious fight. Two parameters: Character Name and, optionally, Amount.

- new optional parameter for DamageUnit, DamageUnitAtCoords, DamageCharAtCoords: Attacker ID. Allows you to supply the unique ID of a unit and have the game treat that unit as the one producing the damage.

- fixed: the logic used by the danger displayer had ceased counting knockback skills as attack skills, causing the displayed move-and-attack range of enemy kineticists to appear misleadingly small.
#70
Together in Battle / Re: Together in Battle Dev Log
December 03, 2024, 11:13:48 AM
- changed Mango Allergy to Fruit Allergy, made it apply to apples as well.

- you can now back out of the recruiter without losing a time point if you click it by mistake.

- reworked the puddle pixel art a bit (reduced their size so they don't visibly hang over the edge of elevated terrain, improved the animation for them).

- fixed: when generating a spriggat without a proper spriggat class name, the game could throw a null error upon attempting to update the spriggat's portrait palette.
#71
Together in Battle / Re: Together in Battle Dev Log
December 02, 2024, 06:25:27 PM
Changes for version 0.9.10:

- new unit tag supported: ModItemSFX. The tagged character gets a specific status effect whenever they use an item of the named type.

- new physical trait: Mango Allergy. Gains Sick status upon eating mangos.

- new physical trait: Sugar Fiend. Gains Move Bonus status upon eating Cake, Cookies, or Pie.
#72
Together in Battle / Re: Together in Battle Dev Log
December 01, 2024, 12:23:12 PM
- fixed in version 0.9.00b: somehow, the file for Battle in the Northern Stepwell had gotten deleted, causing the game to stop progressing whenever this fight was triggered.

- fixed in version 0.9.00b: the direct address to the player immediately upon choosing to engage in the Battle in the Northern Stepwell referenced the wrong character.

- fixed in version 0.9.00b: when moving an enthralled enemy into fire or non-player-created trap, the game would inappropriately flash a "you are about to move a character into one of your own traps" warning. Proceeding would then cause the game to behave strangely, acting as though the enemy was on a different space.
#73
Together in Battle / Re: Together in Battle Dev Log
November 30, 2024, 07:50:48 AM
- fixed in version 0.9.00a: upon changing the class of a character from before the update, the game would throw a null error when attempting to add to the character's class history, as such characters had no class history list to add to.

- fixed in version 0.9.00a: after the update, characters sent away to the trainer had ceased returning due to a scripting oversight.

- fixed in version 0.9.00a: upon changing a character's class, the game would count both starting skills inherent to the character due to their personality or background and starting skills the character already knew (and which were therefore properly culled from their skill progression, e.g. Mind Blast) toward the number of starting skills to learn, resulting in characters almost always being prodigies and immediately learning advanced skills the second they class-switched.
#74
Together in Battle / Re: Together in Battle Dev Log
November 28, 2024, 10:37:48 AM
- new character expletive added: "Son of a mustebeast"
#75
Together in Battle / Re: Together in Battle Dev Log
November 27, 2024, 10:05:46 AM
- finished creating the battle in the print shop!

- UI improvement: character tooltips in battle now show the character's current base dodge chance (accounting for status effects, terrain effects, etc.)

- AI feature: AI controlled units can now be forced to use Create skills via SkillPreference tags.

- if a character becomes stunned, frozen, or enthralled, any holds they may have on the battlefield are now cleared.

- halved the value that the AI attaches to Preempting and Move Bonus status so it spams skills granting it these statuses less.

- fixed: processing of localized UI text was preventing SPRITE[] special characters from working properly in such text.

- fixed: in battles with more than 8 AI-controlled characters in an army, if the first unit to move used a non-turn-ending skill such as Sprint, the AI would skip over the rest of that character's turn.

- fixed: objects could sometimes not be shoved or thrown when atop rugs or other floor objects, as the game could mistakenly treat the rug as the top object on the space.

- fixed: when shoving an object across a rug or other treat-as-floor object, as the game would mistakenly treat the rug as a collidable object blocking the knockback from occurring.

- fixed: Place Timed Charges had ceased to point to the correct script to actually light the charges on fire.

- fixed: Place Timed Charges was missing an animation attribute for the character using it.