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Developer's Log

Started by CraigStern, February 11, 2013, 07:19:44 PM

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CraigStern

--new character portraits! :)

CraigStern

--finished writing a new cut scene with Emma and Harriet Glaive

--incorporated Dale Spenks's portrait into the game

--removed Pyro Hail from the Hill Pyrokineticist unit to avoid a huge difficulty spike at the end of the Hills of Coria battle

--gave all sniper-type enemy characters Bow in addition to Arced Shot

CraigStern

--created a new cut scene immediately following the Ebon Raban battle

CraigStern

--whirlwind animation for the marauder is done!

CraigStern

Some balance tweaks:

--updated Fera's sprite to a Fencer, updated her stats to more appropriately reflect her level (i.e. way too high for the player to be messing with).

--changed it so you can still counterattack while you have Defending status.

--decreased the energy cost for Stab from 5 to 3.

--new status effect: Back Guarded. Makes it so the character isn't subject to the 50% backstab damage bonus (or to any sidestab bonuses).

--new skill for assassins: Awareness. Gives the user Back Guarded status until next turn.

CraigStern

--fixed a bug in which the game wouldn't properly display all of the experience a character gained for AOE attacks in the little animated experience bar. For attacks that hit (and/or kill) multiple targets at once, the animated experience bar now represents all of the experience that the attacker received.

--finished programming the cut scene after the battle with Ebon Raban to account for which characters are left alive

CraigStern

--finally fixed the bugs that were affecting character death monologues during AOE attacks that killed multiple characters at once; characters are now removed properly in such situations, and the game no longer hangs when such death dialog involves NewBranch replies

CraigStern

--created a rough draft of a new defend the camp battle on the isle of Kovit

CraigStern

#638
--added new environmental sound loops: beach and open sea.

--updated some of the game's tracks with new, final mastered versions; added final boss music to the game.

--added the character Malcolm Eichan to the game.

--reduced the price of kite shields from 320 aura to 250.

--gave longbows their own variant on Arced Shot: Longbow. This gets around the issue with Arced Shot being dependent on having Bow. Because longbows don't give the character Bow, this was causing longbows to not give the equipped character any attacks at all!

--increased the base strength bonus of the iron longbow from 7 to 9, and boosted the strength bonus of the recurve longbow to 13.

CraigStern

--updated the game's sound and music code to support multiple different swfs holding ambient sound loops and music, then split the game's existing loops into two separate swf files. (I had reached the limit on how many ambient sound loops and music tracks Flash would let me stuff into a single swf file, and would've had to make do without adding in the final boss music and new environmental loops otherwise.)

--wrote a new cut scene, spruced up and completed two other cut scenes that were in rough draft form.

CraigStern

--reduced the psy power of the five guardians of Coria Pass to account for the increased damage level of the elemental blasts

--added Archos into the game; created new enemies

--created rough draft of the battle with Archos

--reduced the energy cost of Motivate from 5 to 2; created new attack, Inspire, an AOE version of Motivate that Emma can learn. :)

CraigStern

--you can now use the TeachAttack script action in static cut scenes, provided you delimit the affected character's first and last name with a colon. (This will only work on characters who have already appeared in at least one battle on the side of army 0.)

--added an optional parameter to FadePortrait that allows you to have portraits go transparent and then fade in instead of having them fade out.

--fixed a bug that would sometimes cause the SpawnRandomly script action to not work properly.

--ItemDrop now has a mandatory first parameter; a number between 0 and 1 that determines the minimum distance from character spawn points that the item will be forced to drop. (Higher means farther away.)

--updated the manual with documentation on FadePortrait, as well as a new lissit word.

--Charge now does 150% the amount of damage that Lance does, instead of 140%.

--updated Emma and Sabrina so they eventually learn Feint and Double Strike.

--refined draft of the Battle with Cloch, adjusted its difficulty downward somewhat.

--created new cut scene with Emma and Sabrina on the ship after Tarion appears to Emma, in which Emma learns the ability Inspire.

CraigStern

--integrated new mastered mixes of various musical tracks into the game

--fixed a bug that was preventing the tutorial from running

--fixed a bug that caused the tutorial to be incapable of completion

--improved the tutorials a bit with better explanations

CraigStern

--created new cut scene with the lissit stowing away aboard the ship :)

--went back and tied up some loose ends with the game's character progression; scheduled learning of advanced abilities for characters who didn't have that programmed in yet, and added the Promotable tag to certain recruitable characters who didn't yet have it.

--created NPCs for $300+ Kickstarter backers; Doran Chamberlain and Annel Stormhunter.

CraigStern

--added the character Siripent into the game

--added Siriprent and Sarn Kamina as computer-controlled allies to be rescued in the defense battle with Cloch

--created a rough draft of Harriet Glaive's solo side quest