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Author Topic: A new engine!  (Read 69950 times)

CraigStern

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Re: A new engine!
« Reply #705 on: September 13, 2019, 06:29:51 AM »

-- wrote a few new character lines of dialogue, adjusted a few existing ones.

-- fixed a bunch of situations where characters could get randomly assigned growths in their areas of weakness. Lissit can no longer get growths in Heat Res. or Cold Res.; stone golems can no longer get growths in Cold Res. or Light Res. Characters with a physical trait that tanks a particular stats now also get a -1 to growth in that stat, taking care of the vast majority of situations like characters with Migraines getting Mental Res. growth or characters with Bad Joints getting Dodge growth.

-- fixed the backgrounds on the birdwatching, stargazing, and "go for a stroll" activities to reflect the fact that these take place outside of camp.

-- fixed: characters accidentally used their own names instead of addressing the other character by name in info response lines.

-- fixed an issue with energy regen when resting in combat.

-- fixed: the game would miscount the number of deployed characters if you deployed the same character into different empty spaces over and over.
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CraigStern

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Re: A new engine!
« Reply #706 on: September 13, 2019, 12:59:12 PM »

-- rewrote the "self-typing" code for animated text in the dialogue menu, cut scene menus, and report screen so that it doesn't abruptly jump down a line when typing out a word that hits the right "edge" of the text box partway through (instead, it now just starts typing that word on the next line from the get-go!)

-- decided that Battle at the Grassy Mesas was too hard; reduced the number of enemies on the map by 1 to make it more manageable (except on Brutal difficulty, where the 6th enemy is retained).

-- added an extra enemy to Battle at the Overgrown Garden, Battle at the Dry Mounds, and Battle at the Oasis if playing on Brutal.

-- buffed the Qualifier Opponents in the initial qualifier battle if playing on Brutal so they actually do noticeable damage.

-- reconfigured the game's main shop so that it is guaranteed to always stock at least one of each of the major weapon types on any given visit. In addition, such weapons are now sorted by type.

-- fixed: when leaving save slots unused between saved games, the game would inappropriately collapse those gaps on the Load Game screen and, in so doing, display saved games in the wrong slots.
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CraigStern

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Re: A new engine!
« Reply #707 on: September 16, 2019, 02:58:10 PM »

Spent some time negotiating and reviewing proposed drafts of the game's title logo with the logo artist; sent over a contract for the job.

-- rewrote the game's random number generator to work off of a seed that gets regenerated and saved with every scene change, ensuring that you can't alter the outcome of random "rolls" merely by reloading a scene!

Just as in Telepath Tactics, this works to avoid save-scumming of combat RNG. However, it also applies to all the new systems like combat barks, the items that get generated in the shop interface, the characters that get generated in the recruitment interface, and chosen camp activities. It has also been expanded to the stats gained upon level-up, and to encompass randomization in script actions generally (ensuring that you can't save scum random results in the dialogue engine or in battle scripting).

The one thing that's been deliberately left outside the scope of seeded RNG is combat AI. Reloading a battle save will still result in the AI behaving somewhat differently each time, by design.
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CraigStern

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Re: A new engine!
« Reply #708 on: September 18, 2019, 06:43:30 AM »

-- buffed Feedback to give Mentalists greater early-game parity with other psy fighter classes, which are much more potent these days due to the status effects imparted by their elemental Blast skills. To put it on par with those Blast skills, Feedback now costs 4 energy (down from 5), has range 2-3 (instead of just range 2), and has a psy damage factor of 1.2 (up from 1.0).

-- 50% of unit stat proficiencies are now locked to the latter half of character skill progressions, preventing the game from randomly front-loading them and thereby delaying characters learning important skills.

-- the Generate Terrain function in the map editor now supports auto-placement of "From Player Roster" deployment spawn points for the player's army; whenever possible, the game will put those spawn points in a contiguous configuration.

-- if you use RANDOM as the character class for a Generate: character either in battle or in the map editor, the game now picks a class for the character at random (taking forced species into account).

-- laid the groundwork for the map editor supporting procedural generation and placement of an enemy army.

-- fixed: proc gen Engineers still weren't being generated with both Build Wood Bridge and Build Wood Barricade.
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CraigStern

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Re: A new engine!
« Reply #709 on: September 18, 2019, 09:07:23 AM »

Tonight is a game playtest (and also I'm sick :( ), so I'm avoiding adding new features today. Instead, it's all plugging in bits of content!

-- wrote a bunch of new Introvert attack lines.

-- wrote new lines and variations for other personality traits for attack barks and deployment barks, and combined a few duplicative ones.

-- added a new miscellaneous like type to the game (bones), and updated the Ally Gift event to account for it.

-- Kinetic Pull is now (almost) always the first thing a Kineticist character learns upon level-up.
« Last Edit: September 18, 2019, 01:46:39 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #710 on: Yesterday at 02:59:57 PM »

Armed with feedback and bug reports from last night's playtest, it's back to the grindstone!

-- created a second Naysay camp activity scenario in which the naysayer shares their doubts with a single other character, improving their own morale at that character's expense. This is much less destructive to group morale than the original, group-wide naysaying activity (which now only occurs 1/3rd of the time when Naysay is chosen instead of 100% of the time). Hopefully, this should make Pessimistic characters less universally awful to keep around.

-- created a new army overview button of the sort that appears in the recruitment interface that can appear in any cut scene independent of whether the recruitment interface is active.

-- two new script actions: ShowArmyOverButton and HideArmyOverviewButton. These allow you to toggle the new army overview button on and off in cut scenes.

-- used this to allow access to the army overview screen in the Kalkerapur scene.

-- fixed: custom cut scene menu button warning messages were not displaying properly due to the refactoring of menu text animation code.

-- fixed: proc gen characters with starting skills granted by their life skill, personality, or physical attributes would receive those skills in place of normal starting skills (which would in turn be shifted deeper into the unit's skill progression), rather than in addition to them.

-- fixed: IgnoreStatFXRes tags for throwing axes were incorrectly formatted in some contexts.

-- fixed: a range error that was sometimes popping up when using equipment with IgnoreStatFXRes tags.

-- fixed: it was possible for attack accuracy to go below 0 for Blinded characters, which produced an out-of-range error when rolling for their attack hit using the new RNG code. (The game now treats negative accuracy as a flat 0 for these purposes.)

-- in general, to avoid such errors, the RNG generator now auto-sets the maximum value equal to the minimum value whenever the minimum exceeds the maximum.

-- fixed: the game wouldn't recognize that OnTalk-triggered dialogue was available when characters were referenced in the trigger parameters using ID[] tags.
« Last Edit: Yesterday at 07:34:49 PM by CraigStern »
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