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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.

- fixed: data for hobbies and miscellaneous likes could get mixed up for custom characters.

- fixed: code intended to check what types of dialogue a unit had engaged in with any other unit was not working as intended.

CraigStern

#965
- added about half a dozen new variants to possible Fantasize narrations.

- fixed: in rare instances, the battlefield generator could sometimes stop short of generating all of the required deployment spots for a battle.

- fixed: during the event A Nice Bath, the initial narration inappropriately uses a second character's nickname for the first character rather than the first character's name.

- fixed: campaign-specific camp activity narrations sharing the same ID as default narrations would not prevent the default ones from being loaded in the pool of available narrations.

- fixed a couple of minor scripting issues in the Gharial League Qualifier battle.

- fixed: the game's prohibition against non-flyers launching melee attacks against targets on a space with an elevation difference of 2 or greater was not being applied to skills where the attacker moved to the target over a distance (such as Charge).

CraigStern

#966
- fixed: an XML formatting error was preventing the game from loading the dissident interrogation scene.

- fixed: Vengeance could be used through walls.

Due to the dissident interrogation bug causing a hard stop to player progress, pushed an update as version 0.9.80a with all of the above; pushed hotfix 0.9.80b with the below.

- added day logs to document the outcomes of various event battles, including Shadowling Grandpa, Strikebreaking, Save the Travelers, Duel in the Streets, Golem Attack, Thief Attack 1 and 2, both of the Heemank Ambani sparring battles, the Revenge Quest Battle, Battle in the Northern Stepwell, and Battle in the Smuggler Den.

- boosted the scariness of the golem reinforcements in the Golem Attack battle.

- fixed: there was a scripting error preventing the bandit fight from occurring during the second traveling merchant event.

- fixed: there was a scripting error preventing the fight from occurring during the blacksmith rescue event.

- fixed: the new code allowing skipping through certain early-game plot dialogue trees was causing a slew of null errors when activated.

On a side note, I just counted: there are 22 hand-designed battles in the game (12 random event battles, 5 hand-designed arena battles, and 5 hand-designed main plot battles) in addition to the game's limitless supply of proc gen fights. Not too shabby. :)

CraigStern

#967
- fixed: in a bunch of events, if a second character who has a nickname for the first character is cast as the secondary character for the event, the secondary character's chosen nickname could end up being used instead of the first character's actual name in event narration.

- fixed: there was no babble sound effect attending Malatose's dialogue if you spoke to her upon returning to the palace immediately following her initial interrogation.

- fixed: a number of branches during the initial interrogation of Prince Ajit where the player attempts to scan him are incorrectly formatted, causing the scene to reset.

- new sound effect: Liquid Pour.

- updated the assets list with new sound effects, loops, item graphics, and skill graphics.

CraigStern

#968
- added a bunch more day logs recording the outcome of various random events.

- improved wording for the Ally Gift event; getting it right now improves the asker's morale by 2 in addition to improving their relationship with the other character.

- added an extra 1.5 seconds of delay between the end of Teach dialogue animating onscreen and the new skill pop-up occurring.

- fixed an error in how the game records which dialogue a character has had with another character.

- fixed: an XML formatting error was preventing the game from loading two other plot battles.

Pushed the above as hotfix v. 0.9.80c.

- health proficiency now increases Health by 3 instead of 2.

- 2 of the 3 Nothing Happens events are now stripped out of the evening events hopper as soon as the player reaches Duomensis.

- fixed: Manbir Raksha's eye and mouth positioning and scaling data had not been updated to match the increased base scaling of his portrait.

- fixed a typo in one of the Practice camp activity narrations for Suave characters.

CraigStern

#969
- added a new ending slide reflecting player choices during the strikebreaking event.

- increased the psy boost effect of the Power Orb from 3 to 5.

- increased the health-boost effect of the Blood Orb from 10 to 16.

- increased the power of proc gen flails.

- the Drake promoted class now gains Small Shield mastery.

- the Wyrm promoted class now gains more Dodge and Health.

- you can now haggle a bit with Jiti Sone.

- the game now tracks the maximum romance value that characters have toward other characters for purposes of having dialogue specific to former love interests. (Corresponding special stat name: RomanceHistorical.)

- the game now tracks the maximum friendship value that characters have toward other characters for purposes of having dialogue specific to former friends. (Corresponding special stat name: FriendshipHistorical.)

- new script action: RegenerateCharDialogue. Causes the game to reroll a character's dialogue. Two parameters, same as the first two parameters for RemoveCharDialogue.

- moved the BPD Recruitment event up from Day 42 to Day 35.

- boosted the base extra prize money awarded by scheduled league matches by a fixed amount per league.

- took out the extra 1.5 seconds of waiting before a character gets their skill from Teach dialogue; instead, characters now learn the new skill from Teach camp dialogue at the conclusion of their response dialogue.

- made Hari Rathore a unique character with his own distinct portrait and combat barks.

- added an extra enemy to the Dissident's Den battle when playing on Brutal difficulty.

- buffed the guard's survivability in the witness protection battle some more.

- made it much harder to accidentally aggro all the units onstage in the witness protection battle.

- replaced the treasure onstage in the witness protection battle with something much more valuable.

- fixed: it was possible for characters to Fantasize about other characters they hadn't met yet.

- fixed: the algorithm the game uses to determine if a camp activity requires an available partner was not taking account of the "is partner present?" attribute, preventing characters from having activities thinking about other characters if those other characters weren't available.

- fixed: the game was inappropriately using character nicknames in lieu of character names during narration for Teach Response dialogue.

- fixed: one of the sound effects at the start of the Battle in the Dissidents' Den was mislabeled, causing it to not play.

- fixed: if a skill caused damage to a single ally from two or more separate sources (e.g. normal damage and falling damage), the game could queue up a friendly fire reaction twice in a row to it.

- fixed: the character screen was not incorporating the +20 accuracy boost for max morale characters when showing their stats.

- fixed: the game could sometimes inappropriately add extra bridge tiles over a nearby hazard space when building bridges.

- updated missing special character and script action documentation for the in-game guide.

CraigStern

#970
- the AI now respects fog of war, and will not consider attack targets it cannot see.

- the AI now ignores treasure chests on Defend the Idol and Attack the Idol maps.

- cutscene menu buttons can now queue up multiple pop-up warnings, and will show them one after the other when the player clicks to proceed, only proceeding once all have been displayed.

- camp activity narrations can now have weather effects attached to them.

- golem and spirit activity narrations during rainstorms now actually show them outside in the rain.

- Imaginative characters now gain a bit of morale during rainstorms.

- caravan defense jobs are now somewhat more common.

- if a character gets asked out by their crush, the game now increases their morale and gives them a happy mood.

- the Caduceus class now gains +1 range to Mind Shield and Far Shield in addition to the various energy cost reductions.

- fixed the level scaling for the Save the Travelers battle.

- added some dialogue to the witness protection battle making it clear that attacking enemies on the stage activates them all.

- in the Save the Travelers battle, the game now gives the player a bit of dialogue to signal the enemy discovering the son hidden in the trees.

- starting in Monkey League, thieves now spawn on Round 2 or 3 instead of Round 1 during arena matches where they appear.

- added a couple of new loading screen tips: one explaining energy drain roll-over damage, and one pointing players toward the Glossary.

- the minimum and maximum values of the potential prize for winning a card tournament now gradually grow as the game progresses.

- fixed: a scripting mistake in the BPD Recruitment event was causing the game to treat non-Desan human characters as natives of Dese.

- fixed: at the start of a new day, the game was failing to reset the flag indicating whether it had already performed a morning event check that day, leading to non-plot-specific morning events never triggering.

- fixed: if you sent characters out on a caravan protection mission, the second half of the payment due could get overwritten by subsequent hiring out via the jobs board.

- fixed: the event where a character asks another character out on a date could occur even if the character being asked was wounded.

- fixed a bit of event dialogue where a character's nickname could appear in lower-case despite being at the start of a sentence.

- new special character:
[lc][/lc]. Causes whatever text is wrapped within it to be entirely lower-case.

- new special character:
[CAP][/CAP]. Causes whatever text is wrapped within it to have a capitalized first letter.

- added a new romance relationship level before lovers: Dating.

- pushed back the earliest point at which a character can ask another character to marry them.

- wrote alternate response dialogue for characters who are the subject of a marriage proposal despite being already engaged.

- fixed: the flags for whether the last player attacked or shot with a unit were not getting reset for subsequent games of Psy Clash after the first, almost always preventing whichever player went first from attacking on their first turn.

- fixed: during the investigation scene following the witness protection battle, if talking to Manbir, it was possible to end up taking a path through the dialogue tree that didn't surface the revelation about Hari's handwriting.

CraigStern

#971
- wrote some extra dialogue for the event where a character returns with a unique family weapon.

- fixed a few small scripting mistakes in the event where a character returns after a long absence.

- received, implemented the final attack animation I was waiting for!

- you can now create a custom background line for your custom characters (corresponding to the "Background What" dialogue type).

- added gamepad support to the background selection buttons and background dialogue button in the custom character creator.

- when using the virtual keyboard with gamepad controls, the Y button now automatically acts as a shortcut for Space.

- increased the availability of Ladoo and Medicated Bandages in the shop.

- reduced the base salary modifier for shadowlings from 120% to 105%, making them much more affordable than before.

- boosted Mant Lancer Strength, Speed, and Energy to make it a more viable alternative to Mantis Knight.

- the Arbalist class now gets +1 max range to Grape Shot as well, not just Powder Bolt.

- improved the treasure in the royal chests for the arena championship battle.

- if a Depressive character is in a romantic relationship, their partner may now come comfort them when they get depressed.

- characters now lose the Fantasize camp activity if they get into a romantic relationship.

- fixed: it was possible for the game to freeze if a character dodged a charge attack, counterattacked, and leveled up from it.

- fixed: it was not possible to select the View Deck button in camp using gamepad controls.

- fixed: it was not possible to input custom character dialogue using gamepad controls.

- fixed: in the character screen, tooltips for character class appeared beneath the Relationships button.

- fixed: when playing with gamepad, the game would not show tooltips when moving the cursor over item sacks located on bridge tiles.

- fixed: when playing with gamepad and using an item within the reserve supplies screen, if the character screen popped open to show the results of the item usage, gamepad focus would not switch to the character screen.

- fixed: the game would throw a fatal error when trying to create a golem or spirit and getting to the part where you pick a character background.

- fixed: any time the game switched character roles around before a Talk activity in camp, neither character would remember the resulting conversation, nor would the effects of that conversation "stick."

- fixed: the SetWinAura and SetLossAura script actions were not updating the dialogue's internal victory aura and loss aura values for purposes of the -WINAURA- and -LOSSAURA- special characters, which was causing day logs to inaccurately record arena winnings for scheduled league matches.

- fixed: the AI was treating prospective attackers as if they were still on their pre-movement space for purposes of determining if attacks would be counterattacked.

- fixed: the AI was treating prospective attackers as if they were still on their pre-movement space for purposes of calculating character collision damage when scoring moves.

- fixed a small scripting issue in the Trailing Malatose scene.

CraigStern

#972
- all of the recurring "character advice" events no longer prevent throwing a gathering that evening.

- updated the custom asset info file for the Backgrounds subfolder created when making a new custom campaign; it now explains how to create custom battle backgrounds.

- received dedicated shop music, plus updated final boss music with a real life vocalist! Integrated both into the game.

- Jigna Lal's dialogue letting you know that stronger recruits are available now changes somewhat with each successive league.

- characters can now continue moving after using the Unlock Door skill.

- it is now possible for aura to appear in amounts greater than 500.

- reduced the pay cut for 4-on-4s; increased the amount of aura gettable from chests during 4-on-4s in the upper leagues.

- increased the amount of aura gettable from chests in the upper leagues in general.

- new object type: sturdy chests. Intermediate between ordinary and royal chests.

- added way more loot to the blacksmith rescue mission.

- fixed: the code which was preventing attacks from counting as skill uses in arena fights if not used against targets for whom the character would gain experience was also preventing loud skills from alerting enemies in the blacksmith rescue mission if used against destructible objects.

- fixed: the promoted shadowling's Shadowport animation was misaligned, causing the user to inappropriately pop up into the air during use.

- fixed: the skill Cut was missing the attribute that made it dependent upon having the skill Sword available.

- fixed: the game had begun duplicating bonus damage tags every time it displayed them in a skill tooltip.

- fixed: weapon bonus damage was being applied to non-damaging skills so long as they depended upon that weapon (e.g. bonus damage from a poisoned or burning sword being applied to Feint).

- fixed: in the Smuggler Den event, the character to be rescued remained in the list of characters you could send in to perform the rescue.

CraigStern

#973
- made some final tweaks to the ending and to the end credits.

- reduced the extent to which iron, steel, and duoterre materials increased the cost of weapons and--especially--armor.

- increased the amount of money lootable in the smuggler den event.

- the game now auto-displays the updated objectives when the crank is loosened in the smuggler's den battle.

- increased the amount of the championship bribe.

- created a follow-up event where the player receives the fruits of a bribe.

- buffed the Steam-powered Crossbow item.

- BPD events are now more common each week.

- the game no longer freezes if a campaign tries to go to a scene which doesn't exist.

- fixed: the game was not immediately updating fog of war when characters switched armies or became Enthralled.

- fixed: the NextFrame script action was leaving actions in the queue from any dialogue the action skipped, resulting in those actions executing the next time cutscene dialogue appeared.