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#71
Quote from: Atranen on March 22, 2022, 02:39:50 PMYeah, I think the biggest challenge to doing this will be getting the assets. At a glance, for a direct port we'd want

-Energy golem sprites, animations, portraits
-Bug sprites, animations (and big unit for the queen? Is that possible?)
-Custom sprite/animation for Niven
-Custom sprites, animation for suits of armor
-New assets for Somnus tents etc.

And optionally some aesthetic changes would be nice; custom sprites for CHARNAME, Guy, Anya, Festus, etc.

All of that is beyond my skill level; I'm happy to write dialogue, design combats, create new characters etc, but I don't think I can provide these.

At the moment I'm planning to proceed and rewrite as necessary to take advantage of existing assets. But if anyone has the know how to do these sorts of things it would be a massive help.
This project has considerable potential! Using existing assets to start with is a good way to go.
#72
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 02, 2025, 01:51:36 PM
For the next big update:

  • the use of static custom portraits in custom campaigns is now supported! ("Static" meaning that they won't support dynamic changing of expressions or clothing; variants of this sort will need to be saved as entirely separate images.)
  • when creating a new custom campaign, the game now creates a Portraits subfolder and saves a copy of instructions for creating and using custom static portraits there in CustomAssetInfo.xml.
  • the create character interface in the campaign creation suite now has a Custom Portraits window that pulls in all graphics found in subfolders of the campaign's Portraits folder for use as a character's portrait.
#73
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 27, 2025, 11:53:05 AM
  • for v. 1.0.35d: if the player gets locked into the bad ending after winning the arena championship, it now draws to a close after 4 days rather than 7.
  • for v. 1.0.35d: BPD intervention rewards no longer queue up once a player is locked in to the bad ending.
  • for v. 1.0.35d: added "Chaos Breaker" to the list of weapon names Dhatuu Dil would give a variant response to when engraving.
  • fixed in v. 1.0.35d: the town crier plot event could occur twice in the same day.
  • fixed in v. 1.0.35d: for reasons I still do not understand, under extremely rare circumstances, the game could sometimes fail to covert a "-1" to an integer when reconstituting a unit's memories, producing a format error and locking up the game.
  • fixed in v. 1.0.35d: typos in the scripting for the revenge quest event chain were preventing the chain from progressing through to the final event.
  • fixed in v. 1.0.35d: a missing delimiter in Tiger League battles could, on rare occasions, cause the enemy team leader to appear as an invalid class.
  • fixed in v. 1.0.35d: a second copy of the recruiter's portrait showed up upon visiting recruitment once locked into the first bad ending.
  • fixed in v. 1.0.35d: a scripting error was causing the For All In-tents achievement to be granted when losing tents in a thief attack rather than when not losing tents.
  • fixed in v. 1.0.35d: the game was not selecting the team leader's pronouns correctly in introductory dialogue for Powerbot 5000.
  • fixed in v. 1.0.35d: the game was referencing the wrong character for pronoun selection in one of the variants for "inspirational leader" dialogue.
  • fixed in v. 1.0.35d: a letter in Manbir Raksha's glossary entry was miscapitalized.

#74
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 26, 2025, 04:53:44 PM
  • fixed in v. 1.0.35c: hotfix 1.0.35a caused overshoot damage scaling to only apply to one of the two characters during inter-character collisions.
  • fixed in v. 1.0.35c: using an equipment-altering item in battle would reset the user's steps taken and remove stat changes from active status effects.
  • fixed in v. 1.0.35c: using an equipment-altering item in battle would not refresh the character screen.
  • fixed in v. 1.0.35c: 14 different types of cumulative combat stats (like total attacks using backstab, total attacks from elevation, etc.) used for certain achievements were not being recorded.
#75
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.
#76
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.
#77
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.
#78
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.
#79
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.
#80
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.