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A new engine!

Started by CraigStern, June 05, 2016, 05:39:11 PM

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CraigStern

#90
-added in the 5X damage multiplier for Explode attacks against destructible objects

-Create skills that target multiple spaces now create an instance of the thing on each separate space

CraigStern

-UI elements that appear over characters in the Canvas now track the characters' positions when the game camera zooms in and out / pans around.

-mousing over skill buttons now previews the skill's range directly on the battlefield.

-moved character portraits over to the left side of the actions menu to make them less obtrusive.

CraigStern

-the text overlay is now working. It automatically displays the name of the current attack when an attack is executed.

-the AddTextOverlay and RemoveTextOverlay script actions are now in-game and working.

CraigStern

-the text overlay now displays the current selected skill during targeting

CraigStern

-Falling skills that cause Heavy (like Gravity Spike and Gravity Well) now only damage flying characters

CraigStern

-skills can now directly affect stats other than Health. (See e.g. Drain, Terror, and Static Shield)

CraigStern

-buffing status effects like Lucid and Strengthened are now working correctly

CraigStern

-fixed formatting on various tags so that skill modifier tags (modifying cost and range, for instance) now work correctly in the new engine

-the engine now supports arbitrary and unconventional resistances (for example: Drowning Resistance or Falling Resistance)

-got the "Swimmer" life skill working: characters with this life skill can Swim at 0 Energy cost, and will take only 30% the normal Drowning damage for remaining in the water (i.e. 2 damage instead of 6)

CraigStern

-the selfHealingFactor and selfFocusFactor skill attributes (i.e. the things that make skills like Feedback, Soul Suck, and Transfer function as they do) are now working in the engine!

bugfartboy

Quote from: CraigStern on February 07, 2017, 04:03:02 PM
-the selfHealingFactor and selfFocusFactor skill attributes (i.e. the things that make skills like Feedback, Soul Suck, and Transfer function as they do) are now working in the engine!

Is a negative selfHealingFactor value valid in the new engine?  i.e. are cast-from-health skills possible?

CraigStern

Quote from: bugfartboy on February 08, 2017, 06:46:23 PMIs a negative selfHealingFactor value valid in the new engine?  i.e. are cast-from-health skills possible?

It's coded differently in the new engine than it was in Telepath Tactics, so I believe they should be!

CraigStern

-characters now regain energy from resting (or from moving without attacking).

-when characters deliver victory and defeat monologues, the scene now pauses while they talk, then resumes animating after the dialogue is finished.

-enemies that die from burning or poisoned status effects now grant experience to the character that placed those status effects on them (put another way: pyrokineticists no longer get penalized for finishing off enemies via the "Burning" status effect).

CraigStern

-the game now detects Pressure triggers on objects located on various spaces, stops characters when they move over them, then runs the associated script

-got the Run action working.

-reformatted all the dialogue in PersistentDialogue.xml to satisfy the new formatting requirements.

-the game now successfully loads dialogue and scripts out of PersistentDialogue.xml, and uses it when checking for triggered dialogue and run scripts.

CraigStern

#103
-got the -SCENE-, -PLAYERTURN-, -TURN-, -FULLTURN-, -Y-, -X-, -NAME-, -LNAME-, -FULLNAME-, and -ATTACKER- special characters working in dialogue and in scripts.

-added new -ELEV-, -CLASS-, -CHAR2-, -CHAR2Y-, -CHAR2X-, -CHAR2ELEV-, and -CHAR2CLASS- special characters. (These are replaced with the triggering character's elevation, the triggering character's class, the secondary character's first name, the secondary character's y coordinate, the secondary character's x coordinate, the secondary character's elevation, and the secondary character's class, respectively).

-got the DamageCharAt, AddStatus, and AddStatusAtCoords actions working.

-got the RemoveTriggerObj action working, and added an optional parameter to make it so it only removes units triggering a specified script.

-due to all of the above, traps are now working correctly in the engine. :)

CraigStern

-added the Aptitude character stat to the engine; it's subtracted directly from 100 to determine the experience needed for a character to level up. (Aptitude is 0 for most characters.)

-added the Stat Gain character stat to the engine; it determines how many stats are chosen to improve upon level-up. (Stat Gain is 2 for most characters.)