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Author Topic: A new engine!  (Read 83281 times)

CraigStern

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Re: A new engine!
« Reply #735 on: November 05, 2019, 03:24:24 PM »

-- prettied up the "shower of sparks" particle effect that plays when an attack lands. The sparks look nicer now, there are more of them, and they leave little trails of light behind them.

-- new snowy particle effects added to the game: SnowRingFX, SnowPuffFX, and SnowShowerFX.

-- characters and objects spawned on snow tiles now produce SnowRingFX and SnowShowerFX as they appear.

-- the cut scene editor and the map editor each now both have predictive text for the Next Scene fields in their Scene Settings windows, populating with the names of existing scenes in the campaign most closely matching what you've typed.

-- fixed: the object search field in the map editor wouldn't repopulate the window with objects properly when hitting backspace after typing in a search.
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CraigStern

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Re: A new engine!
« Reply #736 on: November 07, 2019, 04:04:07 PM »

-- filled in the promotionOptions attribute for each base class in the game.

-- classes now have a reqLvl attribute that can be used to gate character classes by experience level.

-- altered the RangeBonus tag so that it now functions only upon ranged skills depending upon a specified base skill. For instance, instead of getting RangeBonus,+:1, a bowman would now instead get RangeBonus,Bow,+:1, applying the range bonus only to all ranged skills with a dependsUpon attribute of Bow. (This prevents unwanted effects from class changes, such as a bowman who switches over from the spearman class also getting +1 range on all spear skills as well as their bow range improves.)

-- wrote new, alternate promotion classes for certain base classes.
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CraigStern

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Re: A new engine!
« Reply #737 on: November 11, 2019, 04:25:48 PM »

-- created a little "talking" indicator that pulses next to a character when they're talking during in-battle dialogue. (The game specifically checks to see if their name is what appears in the "speaker" field for each line of dialogue.)

-- added a new "aggression" constant to AI profiles in order to directly put a finger on the scales with respect to moves that will damage the AI player's enemies; set it to 1.3 by default to help deal with edge cases where the AI will choose to do nothing even though it can attack.

-- created a distinct constant in AI addressing movement onto spaces where a unit is at risk of death, and set its default value to much lower than the lethal counter constant so as to significantly encourage enemies to make advantageous attacks against the player even though they might later die from the positioning those moves require.

-- fixed a range error in dialogue regeneration for greeting responses in camp.

-- fixed: the game wasn't making use of -VAL:- variables in OnTurn dialogue triggers.
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CraigStern

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Re: A new engine!
« Reply #738 on: Yesterday at 04:00:09 PM »

-- the game now recognizes -VAL:- variables in OnVictory dialogue triggers; the game now parses trigger parameters for all special characters within the parameters every dialogue trigger other than OnLoaded, OnTurn, BeforeTurn, and OnVictory (which either take no parameters or else take only a single integer).

-- implemented the WinBattle reply type (replacing the old "EndBattle" reply type). Works the same as the WinBattle script action.

-- implemented the LoseBattle reply type. Works the same as the LoseBattle script action.

-- got the Adelbrae Battle and post-battle scenes from The Vengeance of Emma Strider campaign working.

-- got the Caravan Battle and pre-battle scenes from The Vengeance of Emma Strider campaign working.

-- fixed: the change to default unit accuracy values for class-specific custom stat generation formulas in proc gen characters resulted in all premade units sporting 0 accuracy unless otherwise specified, which in turn meant they would miss every single attack against any unit with a Dodge greater than 0.

-- fixed: units that dodged an attack would not counterattack afterwards even if they were able to do so.
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