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#11
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 15, 2024, 10:00:27 AM
- improved the weather visual effects for rain.

- fixed: the Blizzard weather effect was no longer displaying properly.
#12
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 14, 2024, 09:56:32 AM
- new sound effect added: Plant Rustle.

- tall grasses now make rustling noises when characters walk onto or through them.

- fixed: the character creator could list duplicates in the class selection window.

- fixed: height was set incorrectly for the promoted cavalier lance and charge animations.

- fixed a typo in the default CharAttributes file that would cause the character creator to throw a range error when trying to randomly generate character dialogue.
#13
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 13, 2024, 03:01:30 PM
- new skill button graphic: Clothing.

- the character creator now allows you to manually set the clothing used by character portraits.

- the character creator now allows you to manually set the scale for character portraits when they appear in dialogue (from 50% up to 125% of normal size).

- improved click detection for portrait accessory and clothing buttons in their respective character creator submenus.

- added support for Max Uses and Tag as Attributes to Alter in the item editor within the campaign creation suite.

- updated the item editor's built-in guides to include Max Uses and Tag (with added explanation on how to use the latter).

- fixed: with the introduction of differing portrait scales for proc gen characters, the character creator could start to progressively shrink the preview portrait when cycling through different features.

- fixed: deprecated palette code could sometimes cause null errors to pop up when adding certain accessories to portraits for certain characters in the character creator.

- fixed: the Jwalaa item graphic was misnamed in AssetNames, and was therefore not showing up in the item graphics browser.

- fixed: loading a saved game mid-scene, stairs could end up counting themselves for purposes of determining base elevation, thereby raising themselves up higher than the terrain calls for (and potentially making themselves untraversable).
#14
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 12, 2024, 10:07:00 AM
Together in Battle is now SteamDeck verified!

- new weapon-modifying item: Oil-Filled Sheath. Permanently adds tags to the user's current equipped weapon causing its skills to deal 1 bonus Heat damage and have a chance of imparting Burning status.

- new destructible object set added to the game: Sandstone castle walls.

- renamed the StairsLimestone destructible object set to StairsSandstone for the sake of consistency.

- cleaned up the shop interface a bit: the text that notes when you've bought or sold something can no longer overlap with the page-swapping buttons, and is now far less likely to end up truncated.

- fixed a few bugs that were preventing tag-granting item modifiers from working as intended.

- fixed: the map editor was spawning Blank game objects whenever new units were placed on the map.
#15
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 11, 2024, 10:15:08 AM
- got in-game bug reporting up and working! Special thanks to Ross Przybylski for the PHP and SQL tips.

- added gamepad (and virtual keyboard) support to the Report an Issue screen.

- when using the virtual keyboard, the game now displays a flashing caret in the associated input text box as if the box were actually selected.

- fixed: gamepad focus on the virtual keyboard would get overriden by the underlying dialogue tree when input text was enabled in the very first branch of dialogue.

- fixed: the dialogue interface's virtual keyboard gamepad navigation was not working as intended when used in battles.
#16
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 08, 2024, 01:06:05 PM
Spent a ton of time trying to get an automatic online bug reporting feature working, but after about 6 hours of struggling with the decidedly unhelpful error reporting capabilities of PHP and MySQL, I am admitting defeat (at least for now) and implementing the following:

- the main menu now has a Report an Issue button; pressing it saves a log file and opens the Together in Battle "Bug Reports" forum on Steam.

- it is now possible for equipment-modifying items to add one or more tags to equipment.

- new weapon-modifying item: Counterweight. Permanently adds +5 accuracy to the user's current equipped weapon.

- new weapon-modifying item: Poison Sheath. Permanently adds tags to the user's current equipped weapon causing its skills to deal 1 bonus Poison damage and to have a chance of imparting Poisoned status.

- new weapon-modifying item: Reinforcing Spine. Permanently adds +5 maximum uses to the user's current equipped weapon.
#17
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 07, 2024, 09:46:17 AM
More artist feedback.

- began writing and scripting a blacksmith scene!

- extended the game's shop interface to support browsing and repairing weapons that have uses missing.

- new script action: ShowBlacksmith. This calls up the shop interface in "blacksmith mode", displaying weapons possessed by the group which are below their maximum uses left. Clicking a weapon in this mode causes it to be repaired in exchange for the repair cost (equal to the proportion of max uses to be repaired times the weapon's original sale price).

- new sound effect: Hammering.

- wrote a second "you have no characters" camp narration variant.

- changed the way Whetstones work: instead of providing +1 Strength for the rest of the battle, they permanently add +1 Strength to the user's current equipped weapon. They can now only be used once.

- whetstones are now rarer and more expensive.

- toned down the power scaling on Self-Repair: it now restores health equal to 1.5x Strength instead of 2.5x Strength.

- fixed: certain text sprites (such as Regenerating, Strength, or Talkable) had faint lines appear near the edges of the image due to trilinear filtering bleed from adjacent icons in the spritesheet.

- fixed: certain messages in the shop interface were missing localization support.

- fixed: the "no one is in camp" narration text was missing localization support.
#18
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 06, 2024, 12:34:10 PM
- new cutscene background added to the game: Blacksmith.

- updated Make Weapon camp activity narrations to make use of the Blacksmith background.

- added icons to the main daytime menu options in Kalkerapur.

- added icons to the main evening menu options in Camp, and to the main dialogue options during a one-on-one.

- reworked Engine Boost: it is now usable only once per turn, increasing maximum movement by 67% (i.e. by 2 for most golems) at the cost of 5 energy.

- puddles now spawn with water particles instead of smoke.

- reworded the bit in the introductory scene where the game asks if you want to enable manual saving so that people who think "roguelite" means "a game where you get a choice of 3 upgrades sometimes and also there's vertical progression" don't get confused.

- fixed: one of the character responses to being renamed slightly exceeded the available space for text.

- fixed: placing traps, bridges, and barricades had begun spawning spark particles after the last update.

- new special character added to the game: -ATKMOVETYPE-. Lets you check whether the current skill's move type is Normal, Parabolic, Teleport, ToTarget, WithTarget, or Special.
#19
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 05, 2024, 12:22:34 PM
- further refactored aspects of the game's movement code to make adding to (and changing things in) character movement easier.

- new trigger type added to the game: Move Over! These behave like Pressure triggers, except that they don't interrupt unit movement or clear the undo stack upon triggering. As such, they are intended purely for small, non-mechanics-related effects (particle effects, audio cues, etc.) when walking over certain spaces.

- new 3D particle effect supported: WaterSmall. A small splash for moving through shallow water (as opposed to the preexisting big splash used when falling into deep water).

- new sound effect added to the game: Water Splash Light. A much lighter splash sound than the existing Water Splash.

- puddles now visibly and audibly splash when characters walk through them.

- new optional parameter added to the PlaySound script action: pitch range. Accepts a range of positive decimal values, where 1.0 is the sound's normal pitch, values below 1.0 deepen the pitch, and values above 1.0 raise the pitch. If the parameter is used, the game will randomly choose a pitch value from within the supplied range when playing the sound effect.

- in battles with a rain weather effect, the game will now progressively spawn puddles randomly around the battlefield. The harder it rains, the more frequently puddles will appear.

- wrote a little tutorial blurb about rain and puddles in Battle at the Dry Mounds.
#20
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 04, 2024, 06:47:56 PM
Changes for version 0.6.10:

- new battlefield object: Puddle. Drops dodge and cold resistance while slightly raising heat resistance.

- added a chance of Pocket Sand appearing for sale in the shop.

- added a chance of Anatomical Treatise appearing for sale in the wandering merchant's shop after completing his quests.

- increased the effect of Anatomical Treatise from +5 accuracy to +10 accuracy.

- refactored some of the game's movement code to make it a bit less painful to change.

- fixed: the game made the "weapon breaking" noise when non-weapon equipment (such as Pocket Sand, Snare Kit or a Satchel Charge) went to zero uses.