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#61
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 29, 2024, 09:13:36 AM
- fixed in version 0.7.00b: loading or creating a character with personality and physical attributes selected, then switching its species would not cause the character creator to update the personality and physical attribute pickers to match the new species.

- fixed in version 0.7.00b: the custom character creator would not update the portrait for a golem upon changing its class from bronze to stone or vice versa.

- fixed in version 0.7.00b: the game could generate a null error upon creating a spirit or golem due to trying to access physical traits (which spirits lack) or personality traits (which golems lack) when generating initial unit tags and camp activities.

- fixed in version 0.7.00b: the custom character creator would expect the player to choose physical attributes for spirits (which spirits do not have), making it impossible to create custom spirits.

- fixed in version 0.7.00b: the custom character creator would throw a range error upon attempting to load a previously created golem, spirit, or character lacking either a last name or nickname for editing.

- fixed in version 0.7.00b: upon loading a previously created character for further editing, the custom character creator would not update the portrait feature pickers.

- fixed in version 0.7.00c: the game could select custom characters to appear in recruitment even if they were of a species not recruitable in that setting.

- fixed in version 0.7.00c: during refactoring of pronoun-choosing code for version 0.7.00, the variable to be substituted in dialogue had become unhooked from the method, leading to correct pronouns no longer appearing during dialogue.

- fixed in version 0.7.00c: the game could select two of the same custom character to appear in recruitment if two custom characters were chosen to appear.

- fixed in version 0.7.00c: the game was not calculating a salary for recruits plucked from among custom characters.

- fixed in version 0.7.00c: the custom character browser did not display apostrophes in character names correctly.

- fixed in version 0.7.00d: certain special characters appearing in proc gen dialogue referencing a character's NPCs used the "vertical bar" alphanumeric character, which the game relied upon as a delimiter when unpacking saved dialogue for custom characters. This, in turn, made characters generated with those dialogue lines essentially unloadable. (The -NPC:X- special character now uses a $ instead of a | to set off optional parameters.)

- fixed in version 0.7.00d: custom characters were not being assigned a nickname threshold upon being recruited, resulting in them potentially nicknaming allies before they had built up any friendship.

- fixed in version 0.7.00e: character family background dialogue could still sometimes randomly pull from an older, incorrectly formatted file of character attributes, causing the delimiter error to recur when saving a custom character.
#62
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 28, 2024, 08:28:08 PM
Pushed the update yesterday, updated the demo this morning; had to spend a bunch of time re-upping the registration for the Sinister Design trademark with the USPTO.

- fixed in version 0.7.00a: premade units were not getting skin and hair palette-swapped as intended.
#63
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 22, 2024, 10:51:02 AM
- all character sprites for unique characters now have skin tone and hair color palette-swapping to match their portraits.

- premade characters can now have a range of possible skin and hair palettes assigned to them.

- arena opponents now have randomized skin tones and hair colors.

- premade NPC unit types native to Kalkerapur now have appropriate skin tones and hair colors.

- fixed: when clicking quickly through a late-night event with queued-up Wait actions (such as the "nightmare" event), it was possible to end the scene before the wait commands were fully cleared from the action runner, resulting in the next day's scripts not running and the game locking up.
#64
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 20, 2024, 10:27:39 AM
- fixed: in rare circumstances, when slaying an enemy using a knockback attack into water, if the enemy had a defeat bark, the game could throw a null error.
#65
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 19, 2024, 12:05:58 PM
- finished coding the logic for skin tone and hair color palette-swapping for character sprites into the game!

- incorporated the first 19 palette-swappable character battle sprite sets into the game.

- cleaned up some errors in the female kineticist Levitate animation.

- cleaned up the mentalist walk and cast animations a bit.

- fixed incorrect palette highlight coloration for pants in the photokurios/photarch sprite.
#66
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 18, 2024, 01:33:53 PM
- the character creation screen can now appear in cutscenes, allowing the player to create custom characters mid-campaign!

- new script action: ShowCharCreator. Parameters: load ID to supply the created character, and list name for permitted species (in case the player should be limited to certain species).
#67
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 15, 2024, 02:04:26 PM
- the likelihood of getting the merchant side quests now increases with each week or so that goes by without the player getting them.

- added gamepad support for the portrait accessory, expression, and clothing submenus in the character creation interface.
#68
Together in Battle / Re: Bug report: characters gai...
Last post by CraigStern - August 09, 2024, 05:19:45 PM
Hey eastaerobics, can you provide me the save file and point out the enemy who moved?
#69
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 09, 2024, 11:42:06 AM
- the Tab key now auto-moves to the next field when naming custom characters.

- fixed: hitting the 'L' key while naming custom characters would cause the game to save a log file.

- fixed: the game was loading adjusted growths for custom characters when reopening them for editing, not the base growths chosen by the player.
#70
Together in Battle / Re: Bug report: characters gai...
Last post by eastaerobics - August 09, 2024, 05:47:59 AM
I also had the same problem.