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Messages - CraigStern

#76
Telepath Tactics Liberated (2022) / Re: Dev Log
July 01, 2024, 09:48:02 AM
- fixed: the Coria Bridge Battle had text stating the victory condition which is now duplicative due to auto-displaying of battle objectives.
#77
Together in Battle / Re: Together in Battle Dev Log
June 30, 2024, 03:53:31 PM
- fixed: if a character did not have a stat listed among their growths and they gained a trait altering growth for that stat, the game would ignore the growth boost entirely instead of adding that stat to the unit's growths for modification.

- fixed: the character generator was not interpreting traits with multi-operation growth effects and base stat effects correctly, causing the Sharp-Eyed trait not to work as intended.

- fixed: when selecting Restart Battle, the actions bar would reappear while fading out the scene.

- fixed: if a text overlay was onscreen when selecting Restart Battle, it would reappear while fading out the scene.
#78
Together in Battle / Re: Together in Battle Dev Log
June 29, 2024, 12:18:49 PM
- fixed: the Mantis Rider card art was not loading correctly in Psy Clash.
#79
Telepath Tactics Liberated (2022) / Re: Dev Log
June 28, 2024, 10:26:19 PM
- fixed: the Coria Bridge Battle objectives mention keeping the camp from being destroyed even though it does not appear in that battle.
#80
Together in Battle / Re: Together in Battle Dev Log
June 28, 2024, 04:30:17 PM
Gave artist feedback, began writing the next plot cutscene.

Changes for version 0.6.50:

- the auto-objectives screen no longer appears until after any turn 0 dialogue occurring after the dismissal of the turn box.

- fixed: if a map had BeforeTurn dialogue marked as repeatable, the auto-objectives screen could cause it to re-trigger after the objectives faded, trapping the player in a loop.

- fixed: text overlays could appear beneath the auto-objectives screen.

- fixed: the space selector was inappropriately snapping to bridges and other objects that lay flat when mousing above them, as though they were characters with height.
#81
Together in Battle / Re: Together in Battle Dev Log
June 25, 2024, 09:10:21 AM
- fixed for version 0.6.40a: the game was saving "was wounded" day logs for arena opponents and other characters not controlled by the player.


Changes for version 0.6.40b:

- version 0.6.40b: implemented the finished Bonebreaker animation for promoted gasul!

- version 0.6.40b: boosted the mental resistance debuff on Terror from 150% of the user's Psy to 180%.

- version 0.6.40b: added an explicit "Doesn't end the turn" to the end of Aim's skill description.

- version 0.6.40b: added "Requires light armor mastery" to the description for Fur-lined Cloak.

- fixed in version 0.6.40b: the pop-up confirmation windows for custom menu buttons were missing gamepad support.

- fixed in version 0.6.40b: when playing in gamepad mode, the game was pulling focus away from the confirmation window for auto-equipping newly grabbed equipment, essentially freezing the game.

- fixed in version 0.6.40b: when playing in gamepad mode, the recruitment tutorial was not receiving gamepad focus when first entering recruitment..

- fixed in version 0.6.40b: the recruitment tutorial was returning focus to the recruitment interface prematurely.

- fixed in version 0.6.40b: spriggats could generate with an "I'm something of a spriggat myself" greeting response line when talking about character classes.


Changes for version 0.6.40c:

- fixed in version 0.6.40c: when spawning unique proc gen units in battle via a script, the game could produce units with no gender information and throw a range error upon reaching the name generation step.
#82
Together in Battle / Re: Together in Battle Dev Log
June 22, 2024, 08:45:35 AM
- reduced the dodge gain upon promoting a barudit to Wyrm to make Drake stand out a bit more as an option.

- the game now creates a day log each time a character dies or fully recovers from their wounds.

- added shoulder button support to the calendar screen when playing with a gamepad; the shoulder buttons now automatically switch the currently displayed month.

- fixed: when playing with gamepad and using the reserve supplies screen during deployment in battle, the game would inappropriately shift gamepad cursor focus to the battlefield when hitting "B" to back out of an individual character inventory.

- fixed: when playing with gamepad, visiting the jobs board would cause the gamepad cursor to jump up to the calendar button at the top of the screen.

- fixed: when playing with gamepad, the "B" button would not exit out of the calendar screen.

- fixed: when playing with gamepad, the UI arrows were no longer appearing in their intended spots on buttons within the reserve supplies screen during deployment in battle.

- fixed: gamepad support for the promotion screen was missing during non-combat scenes.

- fixed: it was possible for character tooltips to pop up over the top of the promotion screen when a character promoted in battle when playing with the gamepad.
#83
Together in Battle / Re: Together in Battle Dev Log
June 21, 2024, 01:05:07 PM
- new unique arena event that can occur in Tiger League: "Powerbot 5000."

- new skill: Shockwave. Deals Crush damage to every unit adjacent and immediately diagonal, with a chance of stunning.

- new visual effect: Shockwave.

- promoted Gasuls now have their own distinct post-promotion spriteset! (The Bonebreaker/Cripple/Stunner animation needs a bit more work, but otherwise it's all in.)

- fixed: it was possible for winnings to go into the negatives with enough stalling in any given arena fight.

- fixed: when playing with gamepad, it was possible for the game to become "stuck" at the conclusion of evening camp activities.

- the SetWinAura script action now supports multiple operations in one call, delimited by commas.

- fixed: golems created in the character creator were not receiving the golem voice set for their babble sounds.
#84
Together in Battle / Re: Together in Battle Dev Log
June 20, 2024, 01:18:34 PM
- received new Palace Gardens cutscene background (necessary for the next main plot scene).

- hand-painted new animated banners to replace the janky procedural ones from Blender.

- implemented the new banners in the game!

- fixed: the adult female Dese civilian's right-facing walk animation had been overwritten with an up-facing walk animation in the sprite sheet.

- fixed: one of the wall chunks in the recruitment duel fight had become rotated incorrectly.

- fixed: the player would be locked out from visiting the jobs board if no characters were available on the team, preventing the player from participating in card tournaments.
#85
Together in Battle / Re: Together in Battle Dev Log
June 18, 2024, 02:47:40 PM
- added gamepad support for the new day log UI in the calendar screen, as well as to the next month and previous month buttons.

- added shoulder button support to the character inventory pop-up window within the reserve supplies screen when playing with a gamepad; the shoulder buttons now automatically switch to the next/previous character in the roster.

- added shoulder button support to the shop screen when playing with a gamepad; the shoulder buttons now automatically switch to the next/previous item category.

- when switching item categories in the shop in gamepad mode, the game now jumps the selector over to the first item in the new category instead of leaving the cursor down among the category buttons.

- fixed some more spots where gamepad support had broken in recruitment and in camp.

- fixed: the game was displaying character health bars when mousing over a character under an attack tile, thereby blocking the player's view of the hit chance text.
#86
Together in Battle / Re: Together in Battle Dev Log
June 17, 2024, 05:15:10 PM
- when sending units to serve as caravan guards, the player is now much less likely to get a random caravan defense battle without a complicating condition.

- fixed: due to a scripting mistake, kidnapped characters with maximum health above 30 weren't having their current health reduced as intended at the start of Battle at the Northern Stepwell.

- fixed: the Caltrops 2 skill description didn't match its AOE pattern.

- fixed: non-flying, non-bridge units and objects created on chasm tiles would not immediately fall in.
#87
Together in Battle / Re: Together in Battle Dev Log
June 14, 2024, 01:52:23 PM
- battle objectives now auto-display at the start of each battle!

- added gamepad support for the battle objectives screen.

- updated the objectives on all in-game battles for greater clarity; objectives that count as victory conditions are now clearly labeled as such.

- the game now creates a "trained stat" day log each time you send a character off to train a stat.

- added day logs for choices made during class, stat, and skill advice events.

- improved weights on recruitment UI gamepad navigation to make it easier to intuitively inspect various elements on the left side of the screen.

- fixed: status effects would hang around on units after a battle if the scene was switched without the battle formally ending in a victory or defeat.

- fixed: character tooltips could remain onscreen when dialogue was triggered mid-battle (particularly when playing with gamepad).

- fixed: at some point, it seems the UI arrows ceased to appear in their intended spots on reply buttons during dialogue when playing with gamepad.

- fixed: when playing with gamepad, the next page / previous page buttons in the recruitment interface remained selectable with gamepad even when disabled.

- fixed: the UI arrows had become misaligned with various elements of the recruitment interface when playing with gamepad.

- fixed: when playing with gamepad, physical traits were not inspectable in the recruitment UI.
#88
Together in Battle / Re: Together in Battle Dev Log
June 12, 2024, 08:58:42 AM
- new random caravan battle condition: numerous enemies. The caravan is attacked by an unusually large force of bandits.

- fixed: the game was not paying the player the second half of their commission for successfully defending caravans.

- the game now creates a "changed classes" day log each time you send a character off to reclass.

- the game now creates a day log noting the results of each caravan defense fight.

- capped the AI's space danger modifier at 3.0 for short-range moves to avoid situations where the AI chooses not to make optimal moves merely because the current unit is too low on health.

- fixed: the AI was not creating a move tracker for enemies it enthralled during its turn; thus, if the AI enthralled a unit and that unit's best move was a non-turn-ending attack, the game could get caught in a loop.

- fixed: an off-by-one error in the game's experience staling tracker was effectively causing all skills to grant an additional, unintended 12.5% experience if they'd been previously used on a different target this same fight.

- AI fix: the scoring bonus for self-healing moves when very low on health was being applied to moves attacking allies, which in some circumstances could lead the AI to regain health on near-death units by attacking allies with Feedback.

- AI fix: the scoring bonus for self-healing moves when very low on health was being applied even when the target was completely immune to Mental attacks, which in some circumstances could lead the AI to make some highly questionable targeting decisions when using Feedback.

- fixed: template enemies in proc gen battles without specified names (e.g. the dacoits in caravan defense battles) were not being leveled up to the correct levels, making caravan defense battles much easier than intended.

- fixed: template enemies in proc gen battles without specified names (e.g. the dacoits in caravan defense battles) were having their names inappropriately changed to match their load IDs.

- you can now set one of a unit's coordinates to a valid integer number and the other to -1 to have the game try to spawn them on a random space within a specific row or column of the battlefield.
#89
Together in Battle / Re: Together in Battle Dev Log
June 11, 2024, 10:32:29 AM
- wrote a new, two-part random event for depressive characters.

- you can now peruse past day logs in the calendar screen!

- the game now creates a "recruited" day log each time you recruit a new character.

- the game now processes special characters for a day log at the moment of its creation.

- fixed: when generating a unique named character from a class not defined in Classes.xml using the GenerateUnique script action, if the unit's species was not specified, the game would pull a species of "ERROR," resulting in the character having no valid value for gender, which would in turn cause the game to be unable to generate a name and freeze.

- fixed: the FindClosestCharacter script action could cause the game to throw a null error if used with a list of characters to exclude that didn't actually exist.

- fixed: the SetStringByStat script action was not accepting First Name or Last Name as valid string stats.

- new special character: -SPECIES-. Gets replaced with the species of the character who triggered the dialogue.

- new special character: -CHAR2SPECIES-. Gets replaced with the species of the secondary character in the dialogue.
#90
Telepath Tactics Liberated (2022) / Re: Dev Log
June 10, 2024, 12:16:45 PM
- fixed: Lakshmi's sprites were using the wrong color for the brightest secondary highlights, resulting in the top of her shoulder on their non-crossbow-holding arm appearing red even when though her secondary army colors did not include red.