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Author Topic: A new engine!  (Read 103525 times)

CraigStern

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Re: A new engine!
« Reply #795 on: January 24, 2020, 07:45:50 AM »

I've updated the Telepath Tactics Special Edition backer demo last night with all the improvements implemented this week.
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CraigStern

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Re: A new engine!
« Reply #796 on: January 24, 2020, 02:15:22 PM »

-- fixed: the outer bounds of the game's weather particle emitter did not scale along with camera zoom-out, meaning that the edges of it became visible once the camera zoomed out sufficiently.

-- fixed: the method for parsing conditions in maps would crash the whole program if it encountered formatting errors. It now handles errors much more gracefully.

-- fixed: for classes with no growth requirements, the game would always treat their growth requirements as unmet when generating characters without a forced class.

-- fixed: the character generator was missing failsafe "default" classes for spriggats and spirits.
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CraigStern

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Re: A new engine!
« Reply #797 on: January 25, 2020, 07:56:56 PM »

-- the recruitment screen now uses buttons to show you character skills, and accounts for the effects of equipped weapons in the skill button tooltips!
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CraigStern

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Re: A new engine!
« Reply #798 on: Yesterday at 01:44:40 PM »

-- the recruitment screen now uses buttons to show you a recruit's inventory so you can mouse over items to see what they do.

-- the tab button now replicates the function of the Space Bar as a "next character" hotkey.

-- the "next character" function now returns the camera to focus on the deployment tiles when you've panned around during deployment.

-- fixed: the game would not save a log if 'L' was pressed during an AI turn in battle.
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CraigStern

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Re: A new engine!
« Reply #799 on: Today at 04:43:02 PM »

-- new script action: ShowTalking. Adds a talking symbol to the named character or portrait (or, if parameter is left blank, clears talking symbols from all all characters or portraits). One parameter: character name or portrait reference name. Note: when this action is called, the game will not auto-add talking symbols for the current branch of dialogue.

-- assigned missing facial expressions to proc gen "likes" dialogue.

-- rewrote the scripting on checking for plot events.

-- improved the scripting on the first major plot event dialogue.

-- fixed: generated dialogue was using outdated formatting for the AddPortrait actions, resulting in characters no longer sporting the correct facial expressions.

-- fixed: nighttime events affecting food stores didn't trigger animations in the info bar.

-- fixed: loading a new dialogue tree via LoadConv was not auto-clearing the actions queue.
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