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Together in Battle Dev Log

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

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CraigStern

#990
- when you change a custom character's name, species, or class, the game will now flag any non-custom dialogue lines assigned to the character to regenerate in order to account for references to the changed details (e.g. the character saying their own name or class in the dialogue).

- stone golems are now generated with a base Dodge value of -10 (down from 0), making it more difficult to create "dodge tank" stone golems.

- the weight given to moves based on how close characters will stay to their allies now has its own distinct property in AI profiles: clustering.

- the "Stupid" AI profile now enforces an army-specific AI handicap floor of 7.

- fixed: the "Stupid" AI profile would cause the game to make characters sit and do nothing until approached, ironically making them harder to deal with in many situations.

- custom campaigns now permit the creation of custom AI profiles! When creating a new custom campaign, an AIProfiles.xml file is now created; edit it to create new AI profiles for use in the campaign.

CraigStern

#991
For the first proper patch:

- new loading screen tip: "Buy good armor for your characters; this will more than pay for itself in reduced casualties."

- new loading screen tip: "Golems are expensive to buy, but it's a one-time cost: they don't draw an ongoing salary."

- AI fix: if a unit moved after attacking, the unit would not rotate defensively to guard its back regardless of AI handicap level.

- fixed: the dialogue upon destroying training dummies in the Qualifier was no longer firing due to continued use of OnCharDeath triggers instead of OnObjDeath.

- fixed: tutorial text on health and resistances in Battle in the Overgrown Garden had begun to exceed the available dialogue box area.

- fixed: a text overlay removed via script action could inappropriately reappear after closing a dialogue menu, provided that a text overlay had previously been hidden due to the objectives screen or another UI element temporarily hiding it.

CraigStern

#992
- item tooltips for weapons now list the uses left out of the weapon's maximum.

- fixed: due to a scripting change, it had become possible to hire out guards or explorers more than once in a day.

- fixed: item tooltips could say "1 uses left."

- fixed: unique portraits with poseable mouths but no support for skin or hair hue-shifting could get their mouths "stained" in their Actions Bar portrait in battle if the last proc gen unit to be selected before them was a spriggat.

CraigStern

#993
- improved the quality of item sacks thrown by fans in the crowd as the player advances up the leagues.

- gave the Barudit class an additional early proficiency in Health or Dodge.

- Blackguards now gain +8 bonus Health instead of +5.

- Wyrms now gain +6 bonus Strength instead of +5.

- increased the Prophet's Dodge boost from +25 to +30.

- Protectors are now guaranteed to learn Far Shield.

- when using script actions to spawn units within a randomized range of spaces, the game will now check ahead to ensure that environmental hazard tiles are not chosen.

- AI improvement: the game now considers Disarmed, Slowed, and Sick status effects less valuable when scoring moves.

- fixed: golems and spirits could react to an ally cooking dinner.

- fixed: in some circumstances in caravan defense missions, it was possible for caravan guards to spawn already submerged in water.

- fixed: camp activities for novelists and toymakers had a formatting error in their camp activities that caused the game to throw an error when holding a one-on-one with them in camp.

- AI fix: the AI valued actions applying Disarmed status to targets who were already disarmed.