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Together in Battle Dev Log

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

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CraigStern

#1020
- when characters die, all of the items in their inventory (except for personal items) are now automatically transferred to the reserve supplies.

- added custom asset support for proc gen golem portraits.

- added custom clothing asset support for proc gen portraits.

- upon starting up, the game now checks for a Portraits subfolder within the Mods folder--if none is found, the game creates one and copies a new file called PortraitDataExplainer.xml to the folder with a detailed explanation of how to create and format custom portrait assets.

- added a new optional parameter to the StripItemsFromUnit action: include personal items. (If not set to true, personal items will remain with the unit even as all other items are stripped.)

- fixed: changing a golem from one type to another (stone to bronze, or vice versa) in the custom character creator would mess up the portrait's stored body data for that character.

- fixed: golem portraits in the custom character creator could cover up some of the buttons used to change portrait elements.

- fixed: the page selector buttons for the clothing selection subwindow in the custom character creator weren't working.

CraigStern

#1021
- the game will now dynamically load custom portrait asset data from every single XML file containing the term "PortraitData" that it can find in Documents > My Games > Together in Battle > Mods > _Common > Portraits, allowing players to more easily amass custom portrait assets from multiple sources.

- added an alternative way to uncover the Wailling quest line, making it less difficult to unlock.

- updated some of the dialogue in the initial thief attack battle to make it clear that the reinforcements in the south will move and attack as soon as they spawn.

- added character screen class descriptions for bespoke classes specific to enemies and NPCs.

- updated the Bowmaster extended class description.

- when creating a bespoke class in a character not present in Classes.xml, you can now add a short tooltip description to it by adding a vertical bar and then writing out the description in the unit's charClass attribute in PremadeUnits.xml.

- fixed: a character's class name could get cut off in the character screen mouseover tooltip if it was too long.

- fixed: impact damage against the edge of the map was still using the old formula, resulting in inappropriately high damage amounts compared to collisions with other characters or terrain.

- fixed: it was possible to learn about the summer palace without having the relevant variable set to let the player actually recall it during the scene evidence-recounting scene.

CraigStern

#1022
Hotfixes v. 1.0.25b:

  • fixed: tooltips for units with a bespoke class description (like Dhatuu Dil) were getting their data offset incorrectly due to a delimiting error.
  • fixed: the background layer of character hair for older proc gen human and spirit portraits was not loading.
  • fixed: the game was assigning older proc gen spriggat portraits an incorrect "useBody" parameter, leading to these portraits simply not showing up.
  • fixed: newly recruited characters could be assigned a prior relationship with a golem or spirit.
  • fixed: changes to the game's sprite palette-swapping logic to support player-created palettes had broken palette-swapping for minions in Psy Clash.
  • fixed: the male swordsman's Double Strike animation's compression settings had somehow changed, causing the game to display the animation with a blur and no palette swapping.

CraigStern

#1023
Hotfixes v. 1.0.25c:

  • AI improvement: when the AI handicap level is set to less than 3, if there are a large number of enemies on the battlefield, the AI will now order the turns of all units making long-term moves by ascending distance to the enemy, lessening the likelihood of "traffic jams."
  • reinforcements in the blacksmith rescue mission will now pause while there are 19 or more enemies already on the map.
  • fixed: when generating a battlefield, the game could position enemies such that AOE from one of their skills could partially overlap a character's deployment spot.
  • fixed: when calculating a character's move bonus for purposes of setting up battlefields, the game was only accounting for the default 40% move bonus effect and not greater move bonus effects produced by skills like Engine Boost.
  • fixed: in rare cases, the AI could execute buffing skills targeting the space that an allied unit had just vacated.
  • fixed: the Hair 2 selector was no longer cycling through shadowling horns in the custom character creator.
  • fixed: a mask could sometimes inappropriately load for certain assets on certain portrait layers (e.g. shadowling horns).

Changes for the next full update:

  • Psy Clash cards can now be created and edited as part of a custom campaign.
  • heads now support img, folder, and override attributes in PortraitData, allowing people to override the game's default portrait head images.

CraigStern

#1024
Changes for hotfix v. 1.0.25d:

  • the mask and hat accessory layers now support a new portrait data attribute called forceMaskType. If a custom asset for one of these accessory types has forceMaskType="Body", the game will use hair, skin, and eye-color hue values for any associated mask (instead of army color hue values).
  • fixed: selecting the last eye for lissit and golems in the custom character creator would throw a range error.
  • fixed: custom lissit portraits were not loading external, custom assets properly.
  • item descriptions (and most tooltips in general) now support special characters.

Changes for the next full update:

  • drew a new "star eyes" eye variant for lissit portraits.
  • wrote a new defeat response line for Disciplined characters.

CraigStern

Changes for hotfix v. 1.0.25d:

  • you can now supply the number of a specific roster for the Character Name parameter in InvToList to get the items in a specific roster's reserve supplies as a list.
  • fixed: at a few spots in the code, the game was decapitalizing only the first letter of a string instead of the entire string, causing certain inventory-related script actions to affect the reserve supplies if they were accessed as "reserve supplies" or "Reserve supplies", but not "Reserve Supplies".