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Dev Log

Started by CraigStern, December 15, 2021, 10:08:42 AM

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CraigStern

#60
Signed up some more Youtubers and Twitch streamers to cover the game. :)

-- made more progress on implementing gamepad controls in the Reserve Supplies screen.

-- began implementing gamepad controls for the character screen.

-- fixed: you could not switch from the name field to the description field using the Tab key when creating a new campaign in the campaign editor.

-- fixed: you could accidentally create log files by hitting the 'L' key while typing in an input field in the campaign editor or within the input fields of its global dialogue/script editor.

-- fixed: you could accidentally create log files by hitting the 'L' key while typing in an input field in the cut scene editor or within the input fields of its internal dialogue/script editor.

-- fixed: you could accidentally create log files by hitting the 'L' key while typing in an input field in the map editor or within the input fields of its internal dialogue/script editor.

CraigStern

Did a bunch of work on the launch trailer.

-- rewrote part of the gamepad code to support gamepads that invert their y-axis values.

-- fixed: weather effects were no longer displaying correctly within the cut scene editor.

-- fixed: opening a different campaign in the campaign editor did not reset the page picker for each type of content to 0.

CraigStern

-- there is a now a Restart Battle function in the main menu screen! The game creates a special, invisible "start of battle" save at the start of each fight, once which all subsequent mid-battle saves link to. If a player chooses "Restart Battle," the game simply reloads the fight using this "start of battle" save.

-- fixed some UI layering issues in the reserve supplies screen.

-- fixed: the sprite display on exploration-mode movement was not displaying correctly following changes to the movement code to allow warning players when they were about to walk into traps.

-- fixed: one of the newly reformatted inventory buttons in the character screen had become disconnected from the menu, and would display with a default "unknown item" graphic no matter what.

CraigStern

#63
-- fixed: the game was not warning users that unsaved changes would be lost upon initiating scene testing.

-- fixed: changes made within the dialogue sub-editor to the Map Editor or Cut Scene Editor would not trigger "unsaved changes" prompts within those larger editors when exiting or testing.

-- fixed: the Guide was inappropriately visible (but not interactable) upon loading the item and skill editors.

-- fixed: the Guide was inappropriately showing its display panel upon being opened within the character creator.

CraigStern

#64
-- upped the maximum AI handicap to 7, which now causes the AI to not treat healers and "Protect Char" units as having a higher target value than others.

-- the AI handicap for Observer and Recruit difficulties is now 7.

-- added a new, highest difficulty setting above Tactician: Iron Man. It's essentially Tactician difficulty, but the game now disables restarting battles and manual mid-battle saving. Instead, the game auto-saves over your existing save slot at the start of every single turn in battle. If you lose a battle, the game deletes your save file entirely.

-- fixed: the game was miscounting the number of villagers recruited for purposes of the "Recruited X villagers" dialogue.

-- fixed: the human male mouth 10 sad mask was designed for the wrong mouth variant.

-- fixed: the "End turn early?" pop-up warning was coded in such a way that it would cause the game to try selecting a character on the enemy team if the player chose to proceed in a PVP map.

CraigStern

Released the dang game! :) In response to the first round of feedback:

-- added a toggle-able Screen Edge Panning option to the game.

-- increased maximum zoom-out by 2.

-- dramatically decreased the amplitude of the menuClick sound effect.

-- fixed: the in-game documentation was still falsely listing Burning as doing 25% of max health damage per turn instead of 20%.

-- fixed: the game was inappropriately overwriting colors specified as the parameter in the AddPortrait action.

-- fixed: changing character speed in the Character Creator would not change the character's derived Max Steps stat.

-- fixed: it was possible to accidentally switch on Iron Man mode for difficulties below Iron Man by selecting Iron man difficulty, returning to the main menu, then starting a new game.

-- fixed: the Surrender button was failing to set a bool that told the game the player lost, causing it to, in fact, serve as an "instant win" button that would immediately propel the player to the next scene.

-- implemented what will hopefully be a fix for users experiencing insane frame rates on the title screen.

CraigStern

-- cut the panning speed for WASD/arrow keys dramatically.

-- further increased the speed of manual zoom-level adjustments via the mouse wheel or +/- keys.

-- added an AI handicap when starting a game on Soldier difficulty so the AI doesn't jump from "inept" straight to "merciless" with rising difficulty level.

-- updated the difficulty level descriptions to warn off players of grind-heavy SRPGs from jumping straight into Veteran.

-- the number of turns that have passed in battle is now displayed at the top of the battle menu.

-- fixed: the actions bar did not automatically return onscreen after closing the objectives window; you would have to select a character to make it reappear, and short of using the End Turn hotkey, simply couldn't get it back at all if all of your characters had ended their turns.

-- fixed: the Camp would disappear after being used twice in battle.

-- fixed: characters could not drop items into reserve supplies after using Camp in battle, as the game would end the character's turn upon using the Camp.

-- fixed: some of the characters in the entrance area of the bandit fortress would display the wrong dialogue if you convinced Fera that Gunther had left to round up more slaves.

-- fixed: upon turning off screen-edge panning and returning to battle from the battle menu, if the player then immediately tried to pan the camera using the WASD/arrow keys, the game would (for some reason) think that the player was actually trying to navigate the actions bar and would shift focus between actions bar buttons instead of panning.

-- fixed: the tooltips for the rightmost skills in the character screen could get cut off.

-- fixed a few display glitches for players running in 16:10 resolution.

CraigStern

#67
-- fixed: using Restart Battle would reflect the state of the battle based on whatever normal save file was present in the save slot, not the state of the battle based on the battle start save file.

-- fixed: choosing Restart Battle would not stop active sound loops for the battle, causing the battle's ambient sound loops to double up upon reloading the scene.

-- fixed: the Coria and Bandit Fortress Escaped scenes did not have a StopLoop action for the rain sound effects used in the preceding battles.

-- fixed: if a roster's reserve supplies had not already been created elsewhere, the game would not create it for the first time when auto-looting items, resulting in those items simply never appearing.

CraigStern

#68
-- changed defeat behavior: if you lose a battle and there is no defeat scene specified, instead of automatically kicking the player to the title screen, the game will automatically reload the fight from the last save.

-- increased the maximum zoom-out a little more.

-- the victory screen now specifies how many sacks were auto-looted if sacks were auto-looted.

-- added tutorial text to Crypt Diving to make it explicit that you must manually grab all loose item sacks to loot their contents.

-- fixed a continuity error in one of the lines of dialogue in Camp.

-- resized the dialogue box UI and calendar UI within the cut scene editor to keep everything visible despite the menu bar along the top of the screen.

-- fixed: clicking through dialogue with a Wait action and progressing to the next scene before the wait finished counting down could result in the next scene opening with a weird buggy dialogue box (as occasionally seen in the transition to Moonless Hunt).

-- fixed: Enthralled characters could be made to unequip, drop, or give away their items.

-- fixed: the X and Y coordinate parameters for AddSpeakerPortrait were not having any effect when the action was used within cut scenes.

-- fixed: due to an incorrect setting in one of the images, the campaign creator was failing to save blank placeholder pngs for use in custom skill, item, and object sprites when creating new campaigns.

-- fixed: the game was returning to the campaign editor after testing a map within the map editor instead of returning directly to the map editor.

CraigStern

#69
-- setting movement speed to 4 now results in units *instantaneously appearing* at their movement destinations.

-- when mousing over equipment in the reserve supplies screen, unit portraits are now grayed out for characters who do not want (or cannot use) the item.

-- the game now saves the last save slot you loaded. When opening the Load Game screen, the game goes to that save slot's page by default. (Previously, the game would choose the file that had been saved most recently, not the one you'd loaded most recently.)

-- new script action: GoToNextBranch. The same as GoTo, but it doesn't require a parameter specifying the branch number and it only goes to whatever branch comes after the current branch in the dialogue tree.

-- fixed: restarting a battle more than once in a row would cause the game to load data from the wrong battle start save slot. This caused all kinds of problems, but most noticeably, tended to alter the player's available roster of characters. (Note that any existing save files will continue to suffer from this issue until you advance to a new battle or cut scene in version 1.0.06, at which point they should work correctly.)

-- fixed: the Immobilized effect of a hold could last beyond 1 turn if the AI became held during a move on its own turn.

-- fixed: the AI would not be notified when a character under its control was subjected to a hold midway through its move and would proceed with an attack at the end of the move as though the character had reached its intended destination.

-- fixed: layering issues in army modules in the map editor led to the delete button becoming unclickable and tooltips for the army color selectors inappropriately appearing behind other buttons.

-- fixed: the game would inappropriately display dialogue for Naila Hashmal in Crypt Diving even if she wasn't present, so long as the player deployed Tremolo Phalanges onto the map.

-- fixed the formatting on Lyrio's RangeBonus tag (which had evidently been left untouched from the original Telepath Tactics).

CraigStern

-- fixed: the game was no longer displaying all of the pages of saved games in the load screen.

-- fixed: the game was not immediately updating the buttons to interact with doors or switches, nor to talk to adjacent characters, after moving a character with the speed setting at 4.

CraigStern

-- added Cygnus the Prophet and Ravinale to the music tracks available in the campaign editor.

-- fixed: multiples of the same item purchased at the shop were not being assigned different item IDs, leading to dictionary errors in the reserve supplies screen (and to other potential issues with items being mixed up by the game's internal logic down the road).

CraigStern

-- fixed: the in-game description of Hidden status was out of date and inaccurate.

-- Hidden status now automatically ends if the affected character hits another character with a non-zero-damage skill.

-- characters with the Clarity status effect can now see Hidden characters.

-- rebalanced Throw Knife: it is once again locked to 2 range, but now does not end the turn after use.

-- fixed: AI-driven characters emerging from fog of war (or disappearing into it) would not actually appear or disappear upon completing their move if character movement speed was set to 4.

-- fixed: in some circumstances, pop-up spawners would fail to remove themselves from the battlefield, thereby causing the game to effectively freeze at the end of a zoomed-in combat exchange while waiting for pop-ups to be removed.

-- fixed: if the player disabled army 0 in the map editor's army subeditor, then opened up the New Character screen in the map editor, the army picker would still default to army 0 anyway.

-- if you place characters on a map in the map editor, remove the armies those characters belong to, and save the map, the map editor will now automatically detect orphaned armies in the character data and reset those characters' armies to the first army number actually represented in the map settings.

-- fixed: sound loops from tested scenes would continue playing upon returning to the campaign editor.

-- fixed: the game would throw a fatal error if a SetStat call setting the Coords stat had misformatted coordinates. Now, it aborts and sends an error message to the log instead.

-- new script action: RemoveTrigger. Removes a trigger from an object at specific coordinates without removing the object itself.

-- fixed: automatic removal of Use Once triggers upon use of the attached object wasn't "sticking."

-- fixed: the AIHandicap action was not working as intended.

-- fixed: the Escape key was not canceling give actions in combat.

-- fixed: canceling a give action by clicking the unit to move them would leave the "Give to whom?" text overlay onscreen.

CraigStern

Gonna start working on patches in chunks until I'm ready to upload. Improvements for 1.0.08:

-- removed the preapplied Use triggers from the one-use switches in Rescuing Meridian, Coria Dogs - Ground Floor, and Clash at the Mines Entrance.

-- fixed: if an OnTurn dialogue with an EndConvImmediately action triggered, it would cause the game to initiate the turn twice, resulting in double application of damaging status effects like Burning and Poisoned. (If an enemy burned to death in this way, it could potentially cause the game to freeze by making Rebecca level up and then overriding that with further experience from the second application of Burning now telling the game that she isn't leveling up after all.)

CraigStern

-- custom difficulty is now supported in the main campaign! :)

-- the game now supports cut scene menus with more than 6 options! (Page picker buttons will appear to let you navigate between pages of menu options.)

-- added an eighth level of AI handicap: actively avoids backstabbing targets.

-- improved the Guide explanation for AddPortrait.

-- fixed: a nonexistent entry (Psy Res.) was included in the TextSprite section of the Guide.

-- fixed: the deployment screen's formula for determining the number of pages of characters used a ceiling function when it should use a floor function, resulting in it inappropriately displaying the option to flip to a second page when the player's roster was exactly 18 characters (one full page) in size.