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Author Topic: A new engine!  (Read 103290 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: Today 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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