News:

Welcome to the new Sinister Design forums!

Main Menu

Developer's Log

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

Previous topic - Next topic

CraigStern

--wrote a short cut scene after the first battle on Kovit explaining why a certain character is coming with you

--wrote some preliminary code allowing the player to select from alternate rulesets (i.e. different CharClasses.xml, Attacks.xml, and other baseline stuff defining what the player can select) in multiplayer

CraigStern

--finished the player-selected rulesets code! It now appears in the New Match menu as "Rules Set"; changing it changes the CharClasses.xml file from which the match's unit classes will be drawn, as well as the Attacks.xml file that defines their attacks, the ObjClasses.xml file that determines the properties of battlefield destructible objects, and the ItemClasses.xml that defines the items that can appear on the map or drop during matches.

In short: it's a quick and way of easily swapping between different variations on the default multiplayer formula, and will make it easy to create and share your own modded multiplayer variations with others. ;)

CraigStern

--new attack: Pilfer. This attack is granted by lockpicks (see below).

--created new Item: Lockpicks. These can be equipped by assassins to gain the attack Pilfer, which deals exactly 50 damage to locked chests.

--some merchants now sell lockpicks.

--new status effect: Strengthened. Increases a character's strength by 2 for 5-7 turns.

--new status effect: Lucid. Increases a character's psy power and psy defense each by 2 for 5-7 turns.

--replaced the battle-long boosts from Fury and Stimulate with the Strengthened and Lucid status effects.

--made it so that Louise and Oliver learn Fury and Stimulate, respectively. Eliminated a bit more of their skill overlap to specialize them more: Louise is now more specialized in anti - flyer abilities, Oliver in push / pull abilities.

--created new trap type: the Iron Jaw trap. Deals 6 Pierce damage, as well as stunning and slowing whoever walks into it.

--Sabrina now learns Place Iron Jaw Trap, which does exactly what it sounds like it does.

--swapped the special deals for the fourth and fifth merchant scenes; the blue orb is now sold in the fourth scene, and the energy orb in the fifth.

--updated the knife-holding stick guy in the Stab icon with a more active pose so it's clearer that he's stabbing someone; took the knife out of the guy's hand in the Leap icon to keep people (myself included) from accidentally confusing it with Stab.

CraigStern

--updated the manual with documentation on Strengthened and Lucid status effects, as well as more information on how to get started modding

CraigStern

--added Elev tags to the bridges in the Coria Bridge battle and the Mines Entrance battle

--fixed a bug in which bridges built across steep elevation changes would not allow characters to cross them; bridges are now built at the elevation of the character that created them.

--fixed a bug in which local multiplayer matches wouldn't start until you actively selected a rules set from the dropdown menu

CraigStern

--added in some promoted unit attack animations that I'd overlooked (Split Shot, Powder Bolt, etc.)

--fixed an issue with promoted unit attack animations not palette swapping properly to the unit's army color palette

--fixed an issue in which the Mantis Knight sprites would not appear in the Promoted rule set for multiplayer

--fixed typos in the Meridian rescue battle, the outer wall bandit fortress escape battle, and the item description for the Power Orb

CraigStern

--added the bandit to multiplayer as a selectable class!

--in multiplayer, changed the shadowling's default attacks from Mind Blast, Shadowport, and Feedback to Mind Blast, Shadowport, and Terror.

--fixed an issue in which the game would display both of Silithis's endings in succession rather than just one at the end of the game.

--fixed an issue in which a sound loop would not terminate under certain circumstances following Emma's waking up after her first flashback to the mines.

--fixed wrong portrait appearing during the introductory dialog to the Coria Dogs basement fight.

--updated the item description of plated boots to mention the -5 Dodge effect.

CraigStern

#697
--renamed the "Lissit" class to "Barudit" (which is lissit for "mace-wielder") to eliminate confusion about "Lissit" simultaneously meaning a race, a class, and a language.

--created a guide to the game's 23 base character classes in the manual

--created a guide to some of the game's most common consumable items in the manual

--it is no longer possible for enemies to backstab your tent in the Mines Entrance battle

CraigStern

--wine now reduces psy power and psy defense by 2 when used, so that it isn't totally overpowered for characters that rely mostly on Mental attacks

CraigStern

--the frost spriggat Frost Breath attack animation is now in the game and finalized! The other breath attack animations are forthcoming. ;)

CraigStern

--replaced the placeholder "Promoted" multiplayer ruleset with a new, experimental ruleset: Bases for Generals. When this ruleset is selected and you play in Generals mode, the players get bases for generals--bases which can recruit a single, relatively weak character for their team each turn.

--new attacks for the bases in the Bases for Generals ruleset: Recruit Bandit, Recruit Swordsman, Recruit Spearman, Recruit Bowman, Recruit Engineer and Recruit Psy Healer. :D

CraigStern

--added error logging to the new campaign and new local match menus (which I'd previously neglected to put in for some reason)

--cleaned up a stray pixel in the male greater frost spriggat's left-facing walk animation

--fixed a bug in which Create attacks that spawn characters, when used by characters whose direction is None, would fail to create the character

CraigStern

--fixed a bug that kept Iron Jaws from working and kept the Place Iron Jaw Trap ability from working

--fixed a typo that was preventing Meridian from learning Dark Breath 2

--fixed a bug in which allies could end up dodging shield abilities used by allies

--fixed some elevation settings on the battle with Leon Hart

--added dialog warning the player when reinforcements are about to arrive in the battle with Leon Hart

CraigStern

--balance fix: Terror no longer causes blindness

--Gavrielle and Zimmer now learn Trueshaft one level earlier

--removed a stray pixel from the right-facing female Pikeman walk animation

CraigStern

--edited some of the tiles in the battle with Leon Hart to give a visual cue as to where the first wave of reinforcements is likely to appear

--the Megalith's Fist and Smash animations are complete! :)