Author Topic: Together in Battle Dev Log  (Read 12205 times)

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #150 on: February 21, 2021, 11:52:22 AM »
-- the engine now supports degradation of all skill-granting equipment, regardless of whether it is equipped in the Weapon Hand!

-- skills now support skill tags! Under the new attribute skillTags, you can now create skill tags by delimiting the following values with commas: string stat name (e.g. Class); string stat value; operation; and thing to affect with that operation if the string stat value matches (Damage or Accuracy). Delimit individual skill tags with forward slashes.

-- Lockpicks no longer grant the ModDmgVsClass tag; instead, Pilfer itself now has the skill tag Class,Chest,+:50,Damage.

-- Lockpicks are now equipped to the Off Hand.

-- improved the sound effects and visual effects associated with Pilfer.

-- the recruitment interface now shows a character's salary using the aura symbol instead of displaying the word "aura."

-- restaurants are now a distinct hobby characters can get.

-- fixed: the game was sometimes having characters visit restaurants in town when it was trying to have them rest.

-- fixed: the ranged damage fall-off tutorial was still showing up in Battle at the Oasis even if you'd turned off tutorials.

-- fixed a range error that could occur in rare circumstances during processing of attack damage.

-- fixed: it was possible to skip over a cut scene by double-clicking very quickly at just the right moment.

-- fixed: sometimes you could click a character and the space selector would remain elsewhere.

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #151 on: February 22, 2021, 06:49:46 PM »
-- new skill: Shove 2! Shoves the target 2 spaces instead of 1 at a cost of 4 energy.

Most melee classes have a chance to learn this skill, but Stone Golems are the best at it: they can use this ability for a mere 1 energy due to their immense size and strength.

-- the anim attribute for skills now supports alternative animations for skills that can be used by multiple classes without the same animation sets. Each animation to be used is delimited by a forward slash.

-- the recruitment tutorial now shows up automatically the first time you go to recruit characters in the main campaign.

-- fixed unwanted highlighting behaviors in the recruitment interface.

-- fixed compression settings on a few portraits.

-- fixed: it was possible to produce tooltips by mousing over units in the middle of attack sequences, thereby obscuring attack animations from view.

-- fixed an edge case where characters with both Shove and Cast could use the wrong animation.
« Last Edit: February 22, 2021, 07:48:05 PM by CraigStern »

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #152 on: Yesterday at 07:57:02 PM »
-- changed minimum recruitment in the recruitment interface from a hard limit that prevents you from leaving to a warning pop-up that you can choose to ignore.

-- put a minimum of 6 on main campaign recruitment in case the player misses the recruiter's team size recommendation.

-- the level-up screen now announces it when a character has acquired a new ModSkill tag, informing the player which skill has improved and in what way.

-- added a bunch of new physical traits to the game, increased the importance of a handful of existing traits.

-- made the intro cut scene less needlessly verbose.

-- fixed: starting tags weren't being applied to proc gen characters.

-- fixed: the game threw a range error when units collided from a ranged pulling ability like Grapple Pull or Kinetic Pull.

-- fixed: status effect popups and environmental damage pop-ups were occurring at the start of a turn, prior to the turn box being cleared.