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#1
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Yesterday at 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.
#2
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.
#3
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.
#4
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.
#5
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.
#6
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.
#7
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.
#8
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.
#9
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.
#10
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - 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.