News:

Welcome to the new Sinister Design forums!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - CraigStern

#76
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.
#77
Together in Battle / Re: Together in Battle Dev Log
March 25, 2025, 10:13:49 AM
- new difficulty: Challenging-. Combines the economic aspects of Relaxed with the tactical difficulty of Challenging.

- wrote a new random event with Ishita Svaamee (Renaming Offer), plus characters reactions that can occur post-event.

- if payday comes and the game detects that the player is short of the funds needed to meet payroll by a certain amount of aura, the game will now automatically try to queue up the next Ishita Svaamee event for that evening's camp event (assuming that not all of those events have already occurred).

- characters with prior relationships can now join up already having nicknames for each other.

- fixed: characters with prior relationships could end up nicknaming each other instead of recognizing each other when first approaching one another in camp.

- fixed: the last two MVP awards were showing up simultaneously on the victory screen.

- fixed: due to a scripting error, the Monkey League Qualifier boss was not moving after the turn they were supposed to aggro.
#78
Together in Battle / Re: Together in Battle Dev Log
March 24, 2025, 09:57:04 AM
- began writing the good ending to Together in Battle.

- wrote some new character lines that can get triggered during the final battle.

- created three new unique item graphics.

- made a few necessary edits to the map of Dese, adding Silit Zaris and increasing the eastward reach of the Hadi Desert to give it greater proximity to Kalkerapur.

- updated the lighting at the entrance to the Dissident's Den map using the new directional lighting.
#79
Together in Battle / Re: Together in Battle Dev Log
March 23, 2025, 11:19:21 AM
- a long-awaited UI improvement: when in the Reserve Supplies screen, if playing with a mouse and keyboard, you can now drag and drop items directly from reserve supplies onto specific characters! (And from character inventories back into the reserve supplies as well.) 😃

- the game now tracks how much your payroll comes to with the day log for each payday.

- if you fail to make payroll, the game now saves a separate day log recording how far short of payroll you fell.
#80
Together in Battle / Re: Together in Battle Dev Log
March 22, 2025, 11:20:32 AM
- increased starting food from 100 to 105 to avoid outlier situations where the player could run out of food shortly after fighting the qualifier match.

- fixed: the shop's 10% Weddingsday discount was based solely on the default shop price level in Challenging; it did not scale with the differing shop price levels of other difficulty settings, and so was not actually offering 10% off on those difficulties.
#81
Together in Battle / Re: Together in Battle Dev Log
March 21, 2025, 02:12:38 PM
- created a new unique weapon graphic: Samarpan.

- finally got a unique animated visual effect for Vengeance, and it looks awesome! Incorporated it into the game. :D

- wrote new character gossip: characters who talk might now discuss the Festival of the Ascendant Lights during the week and a half leading up to it.

- fixed: cave walls could be set on fire by explosives despite having a Heat resistance of 100.
#82
Telepath Tactics Liberated (2022) / Re: Dev Log
March 21, 2025, 10:38:11 AM
- fixed in version 1.0.60i: the game could sometimes recruit a second Emma Strider during the bandit fortress escape in randomizer mode.

- fixed in version 1.0.60i: the game could sometimes throw a range error during exploration.
#83
Together in Battle / Re: Together in Battle Dev Log
March 20, 2025, 10:18:39 AM
- created a map of Dese.

- the glossary can now display maps in lieu of a text description.

- the glossary can now be accessed in battle.

- added glossary entries for the Exostose Mountains, Tavaar Mountains, and Hadi Desert.

- when custom campaigns are created, they now come with a folder (and instructions, and an example map graphic) for adding custom maps to the campaign's glossary.

- added a bit more texture to the new palette-swapping hair for the female axefighter sprites.
#84
Together in Battle / Re: Together in Battle Dev Log
March 19, 2025, 12:02:29 PM
- more work on the final battle.

- added alternate spirit and golem lines to the introductory dialogue at the start of the summer palace escape battle.

- new script action: ShowObjectives. Brings up the animated objectives UI showing current objectives.
#85
Together in Battle / Re: Together in Battle Dev Log
March 18, 2025, 12:30:31 PM
- more work on the final battle.

- stat alterations caused by a character's current terrain are now noted in the character screen.

- new script action: ChangeArmyController. Changes an army from human-controlled to AI-controlled, or vice versa. Two parameters: army number and "is human" (a boolean that can be set to true or false).

- new sound effects: Crowd Gasp, Crowd Gasp Male, Crowd Murmuring 2.

- fixed: when clicking on enemies, the game was not displaying danger tiles for skills that exclusively imposed certain status effects like Enthralled or Clouded (e.g. Mind Control).

- fixed: the terrain inspector would not display healing effects associated with terrain tiles.

- fixed: when stats got into the triple digits, they could get cut off in the character screen.

- fixed: the code which looks ahead to see if a crucial character is going to immediately die from environmental damage after the turn starts (and, if so, shut off the mid-battle save function to prevent the player soft-locking themselves) had not been updated to account for destructible objects which add environmental damage to a space (such as fire).
#86
Together in Battle / Re: Together in Battle Dev Log
March 17, 2025, 07:28:00 PM
Did some searching online to find an artist able to draw a map of Dese.

- worked on the final battle some more.

- new script action: ChangeArmyColor. Two parameters: army number and color.

- fixed: the Transfer script action would add a character to the destination roster even if they no longer existed in the roster they were to be transferred from, causing characters who fell to permadeath during the bandit fortress escape maps to appear on the main roster anyway.

- fixed: the -ATKX- and -ATKY- special characters had started each returning 0 when using skill scripts regardless of where the attack was centered.
#87
Telepath Tactics Liberated (2022) / Re: Dev Log
March 17, 2025, 11:59:53 AM
For hotfix 1.0.60h:

- fixed in version 1.0.60h: the Transfer script action would add a character to the destination roster even if they no longer existed in the roster they were to be transferred from, causing characters who fell to permadeath during the bandit fortress escape maps to appear on the main roster anyway.

- fixed in version 1.0.60h: the -ATKX- and -ATKY- special characters had started each returning 0 when using skill scripts regardless of where the attack was centered.
#88
Together in Battle / Re: Together in Battle Dev Log
March 12, 2025, 09:48:23 AM
- worked on the final battle some more.

- new object added to the game: Mandala. A floor object that is indestructible and can have various effects...

- new terrain stat modifier supported: RangeBonus.

- finally added Dayaan's spriteset to the game.

- created a couple of new enemy types.

- reduced the salary of the recruitable kineticist in the Monkey League Qualifier.

- the enemy axefighter in the Monkey League Qualifier now only has throwing axes in Brutal difficulty.
#89
Together in Battle / Re: Together in Battle Dev Log
March 11, 2025, 10:19:59 AM
Hired a pixel artist to create one last character animation.

- finished the scene leading up to the final battle, connected it to the main menu in town such that players can now actually initiate the final confrontation.

- received, integrated new battle background for the Desan throne room.

- extended the big dialogue tree before the final battle; it now has over 100 branches, and can lead to a bad ending where the final battle never occurs.

- the game now supports emission textures to accompany battle backgrounds.

- the Conclude Investigation button now shows up in town after Malatose offers to let you investigate the summer palace, letting the player choose not to trust Malatose.

- added effects to the dialogue branch where you attempt to scan Dayaan.

- fixed a scripting error that was preventing the vindictive character quest event chain from ever initiating.

- fixed a scripting error that could cause the Conclude Investigation button to show up in town after being kicked off the investigation.

- fixed: setting parameters using a Run reply type was only working in battles, not in cutscenes.
#90
Together in Battle / Re: Together in Battle Dev Log
March 07, 2025, 09:34:41 PM
- worked on the final battle more.

- new items added.

- fixed: the Together in Battle skills XML file had a formatting error that was keeping it from being loaded.

- fixed: bonus damage was not showing up in skill tooltips within the character screen, only in the Actions Bar.