News:

Welcome to the new Sinister Design forums!

Main Menu

Recent posts

#1
Forum Games / valtrex 336 mg
Last post by Kennethnoink - Today at 03:07:26 PM
Detailed pill knowledge. Active ingredients listed.
purchase valacyclovir
Patient medicine resource. Pill facts provided.
#2
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Today at 11:17:45 AM
- wrote a unique background line for professors.

- wrote a unique background line for bounty hunters.
#3
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Today at 05:32:03 AM
- moods can now exclude specific camp activities, not just restrict the character to a set list of them.

- the Happy and HappyAbout moods now foreclose characters choosing negative camp activities while they remain in effect.

- the character letter event now imparts a weak, short-lived mood.

- replaced the word "aura" with the symbol for aura wherever it appears in the UI (with the exception of the info bar tooltip for the aura symbol, of course).
#4
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Yesterday at 10:16:46 AM
- the engine now supports camp activity narrations that require custom integer or string values to match (or to not match) before they can be chosen.

- characters will now sometimes discuss events currently occurring in the game's plot during idle chatter in camp. Wrote 17 new talk narration lines for this purpose.

- if no one cleans, the likelihood of camp becoming messy now varies with difficulty: it remains 50% on Brutal, but it is now only 40% on Challenging or Challenging+ and 33% on Relaxed.

- fixed: characters could gossip about other teams or their odds of winning the tournament even after the championship match had already concluded.

- fixed: a camp talk narration for characters with an unrequited crush had incorrect romance value requirements, ensuring that it would almost never be selected.
#5
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - November 21, 2024, 09:26:18 AM
- wrote a unique background line for blacksmiths.

- new skill: Nimble Stance. Grants +20% Dodge, +1 Reflexes, and +1 Counterattacks until the user's next turn.

- new item: Don't Make the First Move. Learns the skill Nimble Stance.

- new item: The Self-Sustaining Mentalist. Learns to counterattack with Feedback.

- new item: The Avenging Arbalist. Learns to counterattack with Crossbow.

- Gust with Gusto! Learns to keep acting after using Kinetic Gust.

- Douse now deals a flat 50 damage to Fire, typically extinguishing it outright.

- fixed: the Damage skill tag would not actually cause a skill to damage the target if the skill did not affect Health.

- new script action: LearnCounterAttack. Causes a character to learn to counterattack with a new skill; if the character's base counter limit is 0, it becomes 1. Two parameters: character name, skill name.
#6
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - November 20, 2024, 09:36:37 AM
- received, integrated new cutscene background: Barracks_Dese.

- wrote a unique background line for sailors.
#7
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - November 19, 2024, 10:45:45 AM
- wrote a new investigation scene!

- wrote a unique background line for lawyers.

- skills with the premise of applying multiple hits (e.g. Double Strike) can now apply status effects from ModSkillSFX multiple times per attack. Double Strike, for instance, now applies each such tag twice when the skill is used.

- fixed: bonus damage text in skill tooltips wasn't accounting for the multiple-hit property of attacks.

- fixed: bonus fire damage and burning status effect were not being applied to Thrust for the unique sword Jwalaa.

- fixed: within the campaign creation suite's character creator, equipping a character with weapons, armor, or other items that apply tags would cause the game to save those tags as inherent to the character.
#8
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - November 18, 2024, 12:00:30 PM
- adjusted item attribute availability for certain underwhelming weapon modifiers at the upper end of the quality range. This should help ensure that every top-quality proc gen weapon is amazing.

- wrote a unique background line for soldiers.

- wrote a unique background line for burlgars and pickpockets.

- reduced the base, unscaled experience gain from using a Shield skill on an ally from 15 to 12 to help reduce the tendency of healers to out-level other characters.

- skills with the premise of applying multiple hits (e.g. Double Strike) can now apply BonusDmg, ModSkillPower, and other similar tags multiple times per attack. Double Strike, for instance, now applies each such tag twice when the skill is used.

- fixed: the game was missing support for the name NPC attribute via the -NPC:X- special character.

- fixed: the game was missing documentation for the first name and last name NPC attributes used with the -NPC:X- special character.

- the skill editor now permits editing the number of hits assigned to a skill.
#9
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - November 17, 2024, 12:59:46 PM
- new item: Shield Pray Love. Teaches the user Mind Shield.

- new item: Arrowing Around Armor. Teaches the user's Bow skills to ignore 33% of enemy armor.

- new item: Swifter Sword: Triple Strikes and More. Teaches the user to keep acting after using Double Strike.

- new item: How to Make Enemies and Influence People. Teaches the user to achieve a 100% base success rate with Mind Control.

- the engine now supports unique proc gen dialogue lines that can only be assigned once ever in a playthrough.

- fixed: it was possible to perform the summer palace investigation again after successfully escaping.
#10
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - November 16, 2024, 02:29:06 PM
- increased the frequency of BPD events if the maharaja funeral event occurs.

- created a new item graphic for Master Lockpicks; Master Lockpicks now give Reflexes +2 instead of Dodge +5.

- fixed some things with how the intervention reward event was working.

- fixed: if a particular morning plot event ("plot event 5") triggered and the player went on to spend only a single time unit, upon returning to town, the plot event would trigger again.