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Developer's Log

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

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CraigStern

--fixed a bug in which the game could freeze at a certain point during the bridge battle if you have characters in the water, taking drowning damage right after the conversation where the enemy engineer lays explosive charges onto the bridge ends.

CraigStern

--fixed a bug where visual attack effects would show up below enemies when the attacker is facing down.

--began work on a free demo version of the main campaign to release next week.

CraigStern

#827
--finished Part 17 of the tutorial series on creating your own campaigns

--new condition: Attack Bridges. Can be true or false (true by default). Tells the AI whether to treat player-built bridges as an attack target.

--set Attack bridges to false in the battle escaping the bandit fortress.

--added monologues to Gulch and Fera if you take them out during the battle escaping the bandit fortress.

--added score bonuses to the game for prematurely eliminating Gulch and Fera during battles they're supposed to be all but untouchable in. ;)

--the game now creates a human-readable document with a .TTsav file extension whenever it saves the game, then saves that document in Documents > My Games > Telepath Tactics > Saved Games. The document contains all of the same data that goes into the actual saved game file. For now, this is going to help me fix bugs--but eventually, I'd like for these to entirely replace the .sol files that the game currently uses for its saved game files.

CraigStern

--got the demo working! Windows version is built; I'll be building the Mac version later this evening.

--switched the order of the two cut scenes following the battle at Adelbrae; I think the story flows more naturally that way.

CraigStern

--fixed a bug in which characters whose strength, psy power or psy defense went into the negatives would have those stats wrap around to some absurdly high number.

CraigStern

--applied missing lighting to lit braziers, candelabras, and lamps in multiplayer.

--created a new 6-player map: Ring Fortress. Haven't tried it yet, but I think this one will be more fun than the others were. ;)


CraigStern

--just put in an algorithm to make the AI take into account the damage a character will take from killing an enemy with a suicide attack (such as explosive charges placed by the player).

CraigStern

--the game now gives you visual feedback that item sacks are getting looted at the end of battles that have Post-Battle Looting enabled.

CraigStern

--fixed erroneous placement of player info boxes in the New Match menu when playing maps meant for more than 4 players.

--fixed a sorting issue on the View Army menu that placed the "Remove Unit" text above the Add Character drop-down.

--fixed a bug that was causing the game to lock up when capturing the flag in a free-for-all Capture the Flag match.

CraigStern

--fixed bug: the decoy was not appearing on the battlefield when using Harynx's Decoy ability.

--removed exploit: characters can no longer unequip speed-boosting items after they have moved. (If you undo the character's move back to where they have taken 0 steps, you'll be allowed to unequip the item.) In addition to plugging an exploit, this also sidesteps some bugs that performing this action was causing.

--fixed a bug where the game would freeze if you tried to move characters whose speed had dropped below 0.

--put in some extra code to automatically stop sound effect loops playing in the background when a local multiplayer match ends.

--added some appropriate sound effect loops to certain maps that were missing them.

--tightened up a bit of the dialogue before the Coria Pass battle.

--renamed Ring Fortress to Sunken Fortress (it sounds cooler and does a better job evoking the context of the map, I think).

CraigStern

--fixed a bug where the game would sometimes try to degrade a weapon that wasn't actually equipped and freeze.

--made it so "Instant" walk speed is now actually instantaneous; the character just immediately blips to its ultimate destination when it goes to move. :)

CraigStern

--put a 7-turn time limit on the battle at Adelbrae so you can't exploit it endlessly for experience (or spend absurd amounts of time trying to loot every chest). Updated the objectives text on that map to more accurately reflect its win conditions.

--loaded up more of the enemies in the outdoor bandit fortress escape battle with coins so the player will be in a better position to reequip when Gonif Bastid shows up two battles later.

CraigStern

--fixed bugs wherein dropping a character's item in the reserve supplies screen could cause other items belonging to that character to spontaneously come unequipped, or even momentarily disappear from the character's inventory.

--just spent hours scrutinizing and cleaning up inventory code. As of right now, I can no longer reproduce the inventory swapping bug using the steps reported here or here, which makes me think I mayyybe fixed it. But I'm not convinced--this bug has proven remarkably resilient. I've thought I fixed it like half a dozen times now, only for it to pop up elsewhere. Still, I'm going to push a new build tomorrow and cross my fingers that it's actually gone this time.

CraigStern

--added a sound effect to the game so it's really apparent when a character's weapon breaks.

CraigStern

Version 1.029 is locked in and uploading. :)

Going forward:

--updated the scripting in the pick-pocketing scene so the map is removed from the common inventory if you dropped it there.