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Together in Battle Dev Log

Started by CraigStern, February 06, 2020, 05:37:30 PM

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CraigStern

#960
- 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.

CraigStern

- 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.

CraigStern

#962
- increased the chance of characters who talk in camp having a narrated conversation instead of specific dialogue from 40% to 50%.

Pushed an update as version 0.9.80 with everything prior (but closing off access to the endgame).

- received, integrated new Whirlwind animations for royal axe guards and Manbir Raksha into the game.

- renamed the glossary button to signal that it also contains maps.

- fixed: it was possible for custom characters who had previously been recruited to show up again in recruitment, allowing the player to recruit a second copy of that character at level 1.

CraigStern

#963
- scripted logic for the game in case the player fights in the tournament championship without first completing the main plot.

- added arrow buttons to the day log viewer; you can now use these to browse through day logs without leaving the viewer.

- the day log viewer now tells you the exact date of the logs being displayed.

- new element support in custom character creation: background. This lets you choose your character's life skill from before they joined up.

- rearranged elements on the character creation screen to keep the explainer pop-up from obscuring the character portrait.

- fixed: red spriggats were getting much lower boosts to maximum health from promoting than every other spriggat type.

- fixed some bad scripting for some of the character chatter during the game's primary bad ending.

- fixed a small graphical issue with NextScene replies during a late event in camp.

- new optional parameter for the PlayLoop action: volume percentage. Supply an integer from 1 to 99 to have the game play the loop at that percentage of its normal volume. (If you put 100, there's no reason to use the parameter to begin with; and if you use 0, you might as well not play the loop.)

CraigStern

#964
- fixed: the game was missing certain operations for float values (such as floor and ceiling), causing it to inappropriately set float values to 0 when encountering these operations in contexts such as the TargetPreference unit tag. This, in turn, was causing thieves to completely ignore chests in battle instead of prioritizing them.

- fixed: in some rare instances (such as where an AI unit ends its turn by swimming onto a land tile with reeds), the game could end up running a coroutine to wait and then execute the next move twice, resulting in the game running the next two AI moves concurrently.

- fixed a minor scripting issue in the first interrogation of Malatose.