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#31
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - October 23, 2024, 12:36:35 PM
- when thieves are chosen as an arena fight's battle condition, the enemy team will now ignore chests.

- AI improvement: when an AI-controlled army is tasked with protecting a unit as part of their victory/loss conditions, the AI will now score moves which bring members of that army closer to the unit they must protect more highly (with the strength of the effect scaling off the defense weight for that army's AI profile).

- fixed: thieves in the arena had such an overwhelming preference for attacking chests that they would always choose to bust open another chest over simply grabbing loot from a chest that had already dropped.

- fixed: changing a unit's army color mid-battle would cause their hair and skin palette to reset to default values rather than their actual skin and hair color.

- fixed: hair and skin palettes for characters from older saves were not getting set based on their portrait values as intended.

- fixed: the team leader in the monkey league qualifier could prematurely move toward the center of the map to buff an ally.
#32
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - October 22, 2024, 10:28:10 PM
Spent a bit of time commissioning new cutscene backgrounds and corresponding with the composer.

- polished up the summer palace investigation scene.

- did a bunch of writing and scripting for the summer palace escape battle.

- cleaned up the dialogue in the Finding Malatose cutscene a bit.

- fixed a typo in the Trailing Malatose cutscene narration.

- fixed a graphical blemish in the generic male swordsman portraits.

- fixed: opening and closing the battle menu during deployment would cause the game to inappropriately show the actions bar.

- fixed: when switching between multiple successive dialogue branches where the speaker is left blank, the game would begin to inappropriately play babble speech sound effects alongside the dialogue text.
#33
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - October 21, 2024, 08:46:20 PM
- wrote the summer palace investigation scene.

- new sound effect: Drawer.

- fixed: documentation for the NextFrame action was missing from the campaign editor guide.

- fixed a scripting error in the revenge quest battle impacting the team morale penalty for attacking a civilian bystander.
#34
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - October 18, 2024, 12:52:58 PM
- during caravan battles, the game now dynamically adjusts the number of AI-controlled ally guards on the battlefield based on how many characters you're fielding, making it much less risky to send only two characters.

- made some tweaks to the "numerous" condition in caravan guard battles to make it less likely to generate scenarios where the player is quickly overwhelmed by enemies.

- fixed: attacking a target tagged with Pursue would cause the game to remove Passive tags from the target as intended, but not Immobile or Inactive tags; the game would remove Immobile and Inactive tags from the attacker instead.

- fixed: characters created via script actions at the start of a battle could spawn on top of deployment tiles.

- fixed a graphical blemish in the generic female swordsman portraits.

- new script actions: HighestStatUnitsToList and LowestStatUnitsToList. Gets the characters in the specified army or roster tied for the highest or lowest value in the specified stat, then adds their name to a custom list. Parameters: list name, roster or army number, and stat name.

- the SpawnUnit, GenerateUnit, and GenerateUnique script actions now accept integer ranges for their x coordinate and y coordinate parameters, letting you randomize character spawning within a defined area.
#35
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - October 17, 2024, 11:00:52 AM
- fixed: if a character had less than 40% health left, they would always rest instead of performing a forced camp activity (including activities they were ordered to perform via a one-on-one).

- fixed: when surrendering a match while still in deployment, the deployment window would remain onscreen and obscure the defeat screen, as well as any OnVictory dialogue triggered by the surrender.

- fixed: when surrendering a match while playing with a gamepad, the game would inappropriately switch gamepad focus from the defeat window back to the battlefield.

- fixed: when surrendering a regular arena match prior to reaching Monkey league, the game would show a little dialogue box that reads "Defeated..." prior to showing the actual defeat screen.

- fixed: the bodies on generic portraits were getting base scale variations not matched by the hair layer.
#36
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - October 13, 2024, 07:09:38 AM
- added a dialogue choice during the interrogation of Prince Ajit wherein the player considers attempting a scan.

- began writing the summer palace investigation scene.
#37
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - October 11, 2024, 08:05:59 AM
- late-night battle events (currently, Thief Attack and Thief Attack 2) will no longer occur if both (1) a battle event already occurred earlier in the evening, and (2) a scheduled league match either occurred earlier in the day or will occur the following day. (Three forced fights in a row is simply too much to put on the player.)

- when counting the characters available for the smuggler's den or thief attack events, the game now only counts characters who have at least 50% of their health and 25% of their energy.

- fixed: localized text for participation aura awarded after losing an arena match had a spacing error.
#38
General Discussion / Re: hey there...hey bro, i'm h...
Last post by rainyweak - October 10, 2024, 01:54:29 AM
Hi, I'm a new member too. Let's start the discussion!
#39
General Discussion / Re: How can you adjust the gam...
Last post by teachobedient - October 10, 2024, 01:47:55 AM
Please provide more details!
#40
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - October 08, 2024, 09:49:42 AM
- when initiating the first late-night thief attack event, the game now checks to make sure you have at least 6 characters available with health of 10 or more; if you don't, it aborts the event.

- when initiating the second late-night thief attack event, the game now checks to make sure you have at least 8 characters available with health of 10 or more; if you don't, it aborts the event.

- increased the minimum available characters necessary for the smuggler's den event to occur from 5 to 6.

- added a loading screen tooltip about surrendering arena fights.

- created a turquoise variant of the in-game rug object.