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A new engine!

Started by CraigStern, June 05, 2016, 05:39:11 PM

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Yup! That is planned for inclusion; just haven't gotten around to it yet. :)


I've reworked the character screen yet again to make better use of space and increase the size of the icons for easier comprehension at a glance.

Instead of just relying upon a stream of pop-up text, when a character levels up, there is now a proper level-up screen that lets you see how a character has improved in the context of their existing stats. (Improved stats show both their 'before' and 'after' values, and the icons for these stats throb to draw the player's eye directly to them.)

In both screens, stat icons now display what stat they represent upon mousing over.

Instead of just blinking into existence, both the character screen and the level-up screen now have a quick little 'zoom in' animation when they appear onscreen.

The game now queues up level-up information for those rare occasions where multiple characters level at the same time, then displays the level-up screens for each character in succession.

Oh, also: the game now does Dodged! and Blocked! pop-ups whenever a character, y'know...dodges or blocks an attack.


Created a couple of new golem skills to give them a greater variety of tactics: Backthrow (for stone golems--tosses the target behind the golem) and Rending Arc (for bronze golems--hits 270 degrees around the golem, deals slash damage, and causes Softened status).


Characters (okay: stone golems, specifically) can now throw units over other characters. ;)

Axefighters now get Overhead Chop, and Swordsmen get their own equivalent skill called Overhead Strike.


Bowmen and Spearmen now get access to Pinning Shot and Pinning Thrust, respectively, skills which have a 75% chance to cause Immobilized status when they hit their targets.


Units now move in proper parabolic arcs when thrown.


Characters that are thrown or shoved now send up a little cloud of dust when they land.

Characters can no longer move other, non-flying characters upwards by more than 1 unit of elevation between spaces unless moving them parabolically (i.e. throwing them).

Thrown characters now land on the first available space not blocked by other characters.


Got the pulling ability working properly.


Frozen, Stunned, and Immobilized statuses now prevent units from moving.

Clicking a character who is Frozen or Stunned now produces pop-up text informing you of their status instead of allowing you to select them.


New assassin skill: Hide. (Makes the AI a lot less likely to consider the unit a viable target.)

New spriggat skills: Deep Breath (ends the turn, but boosts the user's psy by 50% until the end of the following turn); and Dive (a powerful claw attack with 1 space of knockback).


A "grayed out" effect is now applied to characters after they use a turn-ending attack.


Created a clickable pop-up message box class; it's now used within the level-up screen to notify the player when a character gains a new attack, a new mastery, a new counterattack, or a bonus stat proficiency (i.e. anything at all other than your standard-issue stat increases).

The message box can queue up multiple messages, and will proceed through them as the player clicks; when no more messages remain and the player clicks, the message box will vanish.


The afterAtk attribute of a character skill ("End Turn", "Can Move", "Use Once" or "Unlimited") now gets applied to the user.

Characters will pop up text that says "Turn is over!" if you try to select them after they use an "End Turn" skill.

A "Use Once" skill that has already been used will become redded out in the Actions Menu, and no longer selectable.

After using a "Can Move" skill, all of that character's skills become redded out in the Actions Menu, and no longer selectable.


Mousing over a status effect icon in the character screen now produces a pop-up with the name of the status effect and a short description of what it does.


Equipped items now add their tags to the character.

Unequipping an item now removes the item's associated skills, tags, and stat modifications from the character.

Attack dependencies are now working (e.g. if skills use a weapon, characters can no longer use them without having the appropriate type of weapon equipped).

Characters no longer attempt to dodge or block skills originating from other characters on their team, provided those skills either deal no damage or have knockback (e.g. Shove, Pull, or Throw)