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Together in Battle Dev Log

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

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CraigStern

  • the download campaigns screen now shows you which custom campaigns you already possess at a glance; and if you click one you already have, it now changes the download button to an "update" button.

CraigStern

  • fixed in 1.0.50g: changes to the game's save logic in version 1.0.50 meant that it was no longer saving an important flag when returning to the introduction cutscene for a new game plus.

CraigStern

For the next update:

  • fixed: if a character was spawned directly onto the battlefield from the player's roster (i.e. not via the deployment interface) and that character already existed on the battlefield from some other source, instead of skipping the duplicate spawn, the game would clone that character, creating a copy that would persist in the game's data going forward.

CraigStern

  • fixed in version 1.0.50h: a fix from version 1.0.50g caused the "Save Game" button to stop bringing up the save game screen mid-battle.

CraigStern

  • added in version 1.0.50i: the Psy Clash cards Library and Steam Engine now have 5 Health instead of 4, and Bakery now has 6 instead of 4.
  • fixed in version 1.0.50i: a fix from version 1.0.50g had also caused the "Save Game" button on the battle victory screen to stop bringing up the save game screen.
  • fixed in version 1.0.50i: when giving a character new equipment in the reserve supplies screen and then dragging another item out of their inventory with the inventory subwindow still open, upon accepting the game's prompt to auto-equip the first item, the inventory subwindow would not update to show the change in equipped items.
  • fixed in version 1.0.50i: the tooltips for items in the rightmost two columns of the reserve supplies screen had begun extending off the side of the screen following the redesign.
  • fixed in version 1.0.50i: the flag for a character having used a "can attack" skill was not being reset upon ending the turn in battle.

CraigStern

#1055
  • fixed in version 1.0.50i: it was possible to mouse over a unit after clicking to close to level-up screen when a character reached level 20, before the character promotion screen fully appeared, thereby leaving a tooltip stuck onscreen over the promotion window.

  • fixed in version 1.0.50j: when playing with gamepad, clicking the cancel button in the save game menu was no longer redirecting gamepad cursor focus to the correct element of the turn box.
  • fixed in version 1.0.50j: when playing with gamepad, clicking Rotate in the Action Menu would return gamepad focus to the battlefield, making multiple rotations tedious to accomplish.
  • added in version 1.0.50j: the game now supports the old Ally Pass-Through condition from the original Telepath Tactics! One parameter: true or false. If set to true, characters in the same army can freely pass through one another while moving. (This can now also be set dynamically via a script action of the same name, with the same parameter.)

CraigStern

#1056
  • fixed in version 1.0.50k: it was still possible to get tooltips stuck onscreen when menus were in the process of appearing.
  • fixed in version 1.0.50k: in the creation suite's character creator, abandoning a character to start making a new character was not working as intended.
  • fixed in version 1.0.50k: in the creation suite's character creator, creating characters of a particular class would cause that class to stop appearing in the character class list until the editor was exited and reentered.

CraigStern

#1057
  • added in version 1.0.50k: the procedural battle generation algorithm now applies a negative weight to spaces close to treasure chests, making it less likely that enemies will spawn within move-and-attack range of chests.
  • fixed in version 1.0.50k: two different move-clearing methods in the game's AI module were conflicting when an AI character stopped moving due to wandering into a Hold, causing the second method to fail to recognize the held character as the current character and thereafter failed to call for the execution of the next move in the AI module.
  • fixed in version 1.0.50k: 19 of the proc gen dialogue line variants in CharAttributes.xml for custom campaigns were still using the deprecated -STR:TeamName- special character in lieu of -ARMYNAME-.
  • added in version 1.0.50k: the campaign creation suite's character creator now lets you specify a class when procedurally generating a random character.

CraigStern

#1058
For the next version:

  • added automatic word-count gathering capabilities to the game engine.
  • fixed: when playing in gamepad mode, if you tried to end combat deployment without filling all of the allowed deployment spots, the game would fail to switch gamepad focus to the popup window asking if you're sure you want to proceed.

CraigStern

#1059
  • fixed: when playing with gamepad controls, in battles where a character left the battlefield via a dialogue option upon moving onto a designated space, the game could throw a null error when checking for interactables adjacent to the now-missing character.
  • fixed: when playing with gamepad controls, using "B" to back out of the save game menu mid-battle would inappropriately return gamepad focus to the battlefield instead of to the new turn window.
  • fixed: under rare circumstances, when playing with gamepad controls, it was apparently possible for the gamepad cursor to end up with focus in the Actions Bar even after the victory screen came up at the end of battle.
  • fixed: gamepad cursor alignment was off on numerous buttons in the reserve supplies screen following its redesign.
  • fixed: when playing with gamepad controls, the gamepad cursor was not visible on the victory screen when clicking to continue at the end of battle.

CraigStern

#1060
Pushed the above as version 1.0.50l.

  • fixed: when a character finished acting and their experience bar was animating to full, there was a short window where you could click to select a new character between the experience bar filling up and the level-up screen popping onscreen. This would both interrupt the level-up screen and prevent the actions bar from reappearing.

CraigStern

#1061
For version 1.0.50m:

  • fixed: the New Campaign button's tooltip in the campaign editor was displaying an outdated file path for where the campaign would be created (saying "Telepath Tourney" instead of "Together in Battle").
  • fixed: the invisible button in the campaign editor to edit a campaign's name and description was no longer in the correct location; it is now once again fully covering the area where the campaign's name appears.
  • fixed: updating a custom campaign's description did not refresh its description in the campaign list, causing the old description to reappear upon clicking the campaign's name a second time.

CraigStern

#1062
For version 1.0.50n:

  • fixed in version 1.0.50n: when playing on Relaxed difficulty, a script action in Battle in the Print Shop was referencing the wrong coordinates, causing a window to gain passability Closed, thereby preventing characters from shooting through it.
  • fixed in version 1.0.50n: in Battle in the Print Shop, the central bowmen and guards near the top of the map would not react to enemies entering their move-and-attack range unless Sandesh Andhera had already reached the ledger.
  • fixed in version 1.0.50n: if Sandesh Andhera reached the table with the ledger in Battle in the Print Shop, the game would replace the wrong table object on the battlefield.
  • fixed in version 1.0.50n: stripping one specific type of non-aggro AI tag from an aggro group (e.g. Inactive or Passive) via a script action such as RemoveTag would automatically result in every other type of non-aggro AI tag also being stripped from that aggro group.
  • fixed in version 1.0.50n: one particular grass-chasm variant tile among dozens had incorrect rotation data.
  • added in version 1.0.50n: the character creator now lets you set a character's romantic preferences alongside their other traits.
  • fixed in version 1.0.50n: loading a character in the character creator was not setting the trait pickers to reflect their personality, physical traits, or background.
  • fixed in version 1.0.50n: babble dialogue noises could still play on dialogue branches where actual voice acting had been initiated via the PlayDialogue script action, thereby overriding the playback of the VA dialogue.