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#21
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 05, 2025, 11:29:38 AM
- worked on the ending some more.

- characters with the Sugar Fiend trait are now generated with tags that give them Move Bonus status after eating Ladoo. (This change is not retroactive to characters created before the patch.)

- added alternate dialogue to the Praetor Nero arrest scene in case the player is discovered because of time running out.
#22
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 04, 2025, 11:53:13 AM
- wrote more ending slides.

- after a certain number of in-game days (200 in Relaxed difficulty, 140 in Challenging, and 100 in brutal), the game now locks the player into the first bad ending.

- the time limit is now another customizable value under Custom Difficulty.

- wrote alternate dialogue for Nihal Agarwal if the maharaja dies and you visit the shop.

- Ladoo now shows up in the consumables section of the shop upon reaching Monkey League.
#23
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 03, 2025, 11:07:43 AM
- worked on the ending some more; wrote numerous "slides" describing what happened to various of the game's characters after the conclusion of the story.

- fixed: one of the flirtatious "miscellaneous like" lines incorrectly referred to hobbies instead.

- fixed a typo in part of the scripting for the Lost Kitten event.

- fixed a typo in part of the scripting for one of the bad endings that could cause golems and spirits to offer dialogue inappropriate to their nature.
#24
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 02, 2025, 02:36:54 PM
- finished writing the direct narrative portions of the game's ending! (Now I just have the "slideshow tying things up and referencing past choices" bit to do.)

- fixed: defeating all enemies during the first floor of cavern exploration would take the player back to camp instead of down to the second floor.

- fixed: destructible objects were not taking heat damage over time while immersed in lava.

- fixed: changes to the next scene made via SetNextScene and SetDefeatScene were not being saved in mid-battle saves.

- fixed: the recruitment screen was not displaying salary and price text consistently between golems and non-golem characters, using text for most characters and the aura symbol for golems.
#25
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 01, 2025, 06:11:22 PM
- wrote the speech in which the player reveals their secret mission.

- worked on the game's ending some more.
#26
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 31, 2025, 10:43:09 AM
- created a variant portrait for the final boss post-defeat.

- for the first two plot events in the game (the flyer event and the camp visit event), you can now use Escape key or the Cancel button to automatically move through the dialogue quickly without choosing a reply on dialogue branches where there are multiple reply options.

- updated the Jack of All Trades achievement to require promotion to all 49 prestige classes (as opposed to the 48 such classes that existed prior to the addition of the Mechanist).

- new achievements added: Badly Executed and Savior of Dese.

- updated the Glossary entry for Thought Impressions.

- fixed: characters could react to friendly fire from generic units with a Friendly Fire bark.

- fixed a null error that could occur if lit charges exploded on their own and triggered a counterattack check.

- fixed a null error that could occur if lit charges exploded on their own and killed someone as the game tried to check for a friendly-fire bark trigger.
#27
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 30, 2025, 11:55:02 AM
- finished writing the scene immediately following the final battle (specifically, the variant for if the primary objective was achieved in time).

- characters with the Fruit Allergy trait are now precluded from being generated with fruit in their inventories.

- characters with the Sugar Fiend trait are now always generated with some manner of baked good in their inventories.

- new script action: ClearLights. Removes all point and directional lights from the battlefield.

- scripted capability for the game to permit the player to skip certain dialogue branches with the Escape key/Cancel button even if they contain multiple replies or would otherwise normally be unskippable.

- official (i.e. not player-created) campaigns can now set special int variables readable globally in every campaign to check if the player has yet encountered certain types of situations.

- new script actions: IfInternalValGoTo and IfInternalValRun, which check these global integer values instead of the normal kind.
#28
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 29, 2025, 06:44:57 PM
- new special character: -CONTROLLINGARMY-. Returns the army is currently controlling the character who triggered the dialogue (accounting for Enthralled status). If there is no such character, then game returns the army whose turn it currently is.

- you can now grab item sacks filled with money using Enthralled enemies. :)

- fixed a null error that could occur if an enemy burned to death from a Burning status effect applied from exploding charges.

- fixed: the game had ceased displaying mouseover tooltips for item sacks on top of bridges.
#29
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 28, 2025, 02:32:40 PM
- added day logs for choices made during the Festival of the Ascendant Lights.

- added missing sound effects to the dramatic climax of the Festival of the Ascendant Lights.

- new sound effect: Wail Woman.

- new sound loop: Crowd Angry.

- replaced "aura" text in numerous dialogue replies for various events with the aura symbol.

- the shop now has a 1-in-3 chance of having a Claw in stock whenever you visit.

- fixed: defeating the Steel Bandits was adding steel weapons to Agarwal's, but not iron or steel armor.
#30
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 27, 2025, 12:12:19 PM
- edited scripting for the first Thief Attack event to make enemy levels scale more evenly with in-game time passed.

- fixed a few minor scripting errors for Battle with the Steel Bandits.

- fixed: the code that triggered recognition dialogue could cause characters with sufficient familiarity but who had not actually spoken a normal Greeting line to each other to inappropriately use recognition lines when speaking dialogue to each other for the first time.

- fixed: a character who already had a nickname for someone could nonetheless get Nickname dialogue with them and overwrite their existing nickname.

- fixed: Pessimistic characters could mistakenly be assigned an Info Response line intended for Religious characters.