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#41
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 25, 2025, 01:50:41 PM
Changes for hotfix v. 1.0.35a:

  • fixed in v. 1.0.35a: the game was misapplying Crush resistance when calculating collision damage between two different characters.
  • fixed in v. 1.0.35a: the mid-battle "save game" button had gotten disconnected from the method it calls.

Changes for hotfix v. 1.0.35b:

  • fixed in v. 1.0.35b: a change to a log call contained in the last hotfix could sometimes cause a null error and make the game lock up.
  • fixed in v. 1.0.35b: custom spirits were displaying more hair options for their portraits than actually exist in the game.

For the next proper update:

  • adapted the game's existing puddle animation to create a new animated Miasma Pool graphic.
#42
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 24, 2025, 12:37:41 PM
  • created a New Game+ mode that cranks the probability of custom characters showing up to 100%, allows up to 12 to show up at once, and allows recruitment of all species from Day 1.
  • wrote new background dialogue for former chefs, farmers, and lawyers, plus a unique background dialogue for former farmers.
  • fixed: getting counterattacked by an object (such as a spiked barricade or ice spikes) would cause it to become rotated in the game's logic, permitting it to be "backstabbed" from the opposite side.
  • fixed: there remained a small palette error affecting Psy Clash minions.
#43
It's also very useful that you've identified that "Together In Battle" does not exhibit this behavior, which helps narrow down the potential cause to something specific within the "Liberated" build or its integration with the Steam Deck's controller mapping.
#44
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 23, 2025, 03:39:53 PM
  • increased the Strength of Krodh a bit.
  • increased the Crush Resistance of Royal Mail to 60.
  • custom portrait assets can now appear in randomly generated character portraits, not just portraits for custom characters.
  • custom portrait assets can now be flagged on an individual basis so that they are used only for custom characters, and will not be chosen by the game when randomly creating portraits for proc gen characters.
  • if a second custom character shows up in recruitment, there is now a 10% of a third one appearing; and if that one shows up, a 5% chance of a fourth. (This change is not retroactive to existing playthroughs.)
  • fixed: under some circumstances, the game was not considering pure knockback skills (i.e. most of a kineticist's arsenal) as offensive skills, potentially leading to enemy kineticists being placed too close to the player's deployment spaces in proc gen fights.
  • fixed: if a unique custom character in the enemy army died, the game could throw a fatal error attempting to access the personality traits of generic allies when determining if they took a morale hit.
  • fixed: if a character's first name was just the letter 'A' and their last name began with a vowel, the game's text processing routine would display their first name as 'An' instead when they spoke in dialogue.
  • new script action: ClearCalendar. Wipes all events off the in-game calendar.
  • new script action: ClearCustomVariables. Wipes all custom variables; the names of any variables supplied as parameters will be exceptions.
  • new script action: ClearLoadedChars. Wipes the game's memory of all characters previously saved.
  • new script action: ClearReserveSupplies. Wipes all reserve supplies of any items.
  • you can now supply -1 as the roster number for ClearRoster to clear every roster.
  • changed how Custom Char % parameter of ShowRecruits works. It now sets the % chance of getting a custom character to show up. For more than one custom character, add additional Custom Char % parameters to the end, one for each possible character.
  • the game now permits using a custom string for a scene's next scene property.
#45
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 20, 2025, 10:53:48 AM
  • head layer graphics can now be customized for all species portraits.
  • if the player voluntarily reduces their deck to less than the tournament minimum of 12 cards prior to entering a card tournament, the game will now allow them a chance to edit their deck to correct the issue instead of summarily ejecting them (provided that they have enough inactive cards on hand to render their deck tournament legal).
  • if the player voluntarily reduces their deck to less than the tournament minimum of 12 cards during the "last chance to edit your deck" phase of a card tournament, the game will now catch that.
  • gave the arena manager a more tailored response if the player picks "How exciting!" prior to the penultimate match in Gharial or Snow Leopard Leagues.
  • fixed: lights could flicker excessively if too many Fire objects were near the edge of the arena shining on the battle background. (Unfortunately, due to Unity engine limitations, the fix for this entailed removing flickering lights from Fire objects entirely.)
  • fixed: there was a typo in one of the Miscellaneous Like dialogue variants for pessimistic characters.
  • fixed: there was a typo in one of the Make Weapon camp activity narrations.
  • fixed: the game was not displaying customized golem or spirit lines at the start of the summer palace escape map.
  • fixed: the game was not serializing the individual pages of a readable book item correctly under specific circumstances.
#46
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 19, 2025, 12:57:29 PM
Changes for hotfix v. 1.0.25e:

  • fixed: older proc gen character portraits weren't loading correctly if the save file loaded began with a cut scene where those portraits would be visible (i.e. not the calendar screen).


Changes for the next full update:

  • head layer graphics can now be customized for human portraits.
  • AI improvement: enemies now won't use self-buffing skills that either a) end their turn or b) apply Move Bonus unless one or more enemies are within a single turn's move-and-attack range of them.
#47
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 18, 2025, 10:14:21 AM
Changes for hotfix v. 1.0.25d:

  • you can now supply the number of a specific roster for the Character Name parameter in InvToList to get the items in a specific roster's reserve supplies as a list.
  • fixed: at a few spots in the code, the game was decapitalizing only the first letter of a string instead of the entire string, causing certain inventory-related script actions to affect the reserve supplies if they were accessed as "reserve supplies" or "Reserve supplies", but not "Reserve Supplies".
#48
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 17, 2025, 09:48:42 AM
Changes for hotfix v. 1.0.25d:

  • the mask and hat accessory layers now support a new portrait data attribute called forceMaskType. If a custom asset for one of these accessory types has forceMaskType="Body", the game will use hair, skin, and eye-color hue values for any associated mask (instead of army color hue values).
  • fixed: selecting the last eye for lissit and golems in the custom character creator would throw a range error.
  • fixed: custom lissit portraits were not loading external, custom assets properly.
  • item descriptions (and most tooltips in general) now support special characters.

Changes for the next full update:

  • drew a new "star eyes" eye variant for lissit portraits.
  • wrote a new defeat response line for Disciplined characters.
#49
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 16, 2025, 12:27:40 PM
Hotfixes v. 1.0.25c:

  • AI improvement: when the AI handicap level is set to less than 3, if there are a large number of enemies on the battlefield, the AI will now order the turns of all units making long-term moves by ascending distance to the enemy, lessening the likelihood of "traffic jams."
  • reinforcements in the blacksmith rescue mission will now pause while there are 19 or more enemies already on the map.
  • fixed: when generating a battlefield, the game could position enemies such that AOE from one of their skills could partially overlap a character's deployment spot.
  • fixed: when calculating a character's move bonus for purposes of setting up battlefields, the game was only accounting for the default 40% move bonus effect and not greater move bonus effects produced by skills like Engine Boost.
  • fixed: in rare cases, the AI could execute buffing skills targeting the space that an allied unit had just vacated.
  • fixed: the Hair 2 selector was no longer cycling through shadowling horns in the custom character creator.
  • fixed: a mask could sometimes inappropriately load for certain assets on certain portrait layers (e.g. shadowling horns).

Changes for the next full update:

  • Psy Clash cards can now be created and edited as part of a custom campaign.
  • heads now support img, folder, and override attributes in PortraitData, allowing people to override the game's default portrait head images.
#50
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 13, 2025, 06:00:33 PM
Hotfixes v. 1.0.25b:

  • fixed: tooltips for units with a bespoke class description (like Dhatuu Dil) were getting their data offset incorrectly due to a delimiting error.
  • fixed: the background layer of character hair for older proc gen human and spirit portraits was not loading.
  • fixed: the game was assigning older proc gen spriggat portraits an incorrect "useBody" parameter, leading to these portraits simply not showing up.
  • fixed: newly recruited characters could be assigned a prior relationship with a golem or spirit.
  • fixed: changes to the game's sprite palette-swapping logic to support player-created palettes had broken palette-swapping for minions in Psy Clash.
  • fixed: the male swordsman's Double Strike animation's compression settings had somehow changed, causing the game to display the animation with a blur and no palette swapping.