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Together in Battle Dev Log

Started by CraigStern, February 06, 2020, 05:37:30 PM

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CraigStern

#1035
  • replaced all remaining instances of int.Parse() in script action methods with int.TryParse().
  • fixed: starting a new run on New Game Plus did not clear the old run's day logs on the calendar screen.
  • fixed: hitting the Escape key during recruitment could cause the cutscene frame to advance instead of simply behaving like a click on the 'Exit' button.
  • fixed: due to a formatting mistake in the scripting for the Marriage Proposal event, the game was failing to weed out potential proposers who were already engaged to be married.
  • fixed: part of the check to ensure thief attacks wouldn't occur when too many characters were wounded had a formatting error, preventing it from working as well as intended.

CraigStern

#1036
  • you can now mod new classes into the main campaign! The game will now check the Mods/_Common folder for XML files containing "Classes" in their filenames at run time, then load those alongside the game's existing classes. (Note: playing with modded classes will disable achievements for that playthrough going forward.)
  • characters in the army overview screen can now be sorted by clicking the icon at the top of each column of stats: by level, morale, health, energy, appetite, and salary. (Sorting by level will not just sort by visible level, but will take into account hidden levels that have been folded into a character's progression from promoting or switching classes.)
  • fixed: alt-Tabbing out of the game was causing Unity to fail to register the release of keyboard keys (most notably, Alt and Tab); this, in turn, was causing mousewheel functionality to lock up upon returning to the game, preventing mousewheel camera zoom from working.
  • fixed: with the addition of new, more granular custom character recruitment chance parameters to the ShowRecruits script action, the parameters for golem recruitment during the mechanic random event were no longer matching up, causing the game to display a reccommended minimum recruitment of 100.
  • fixed: during the battle in the dissident's den, it was possible to draw axefighters out of the barracks, engage in combat with them, and only later get dialogue of alarm from other axefighters upon stepping inside the barracks even though everyone had already been aggro'd.
  • dialogue triggers that take a character name as a parameter will now accept a new special character
    GROUP[X]for that parameter. Any character in AggroGroup X (where "X" is the number of the AggroGroup) will suffice to trigger the dialogue.

CraigStern

#1037
  • the army overview screen now has page selection buttons for those few players who recruit more than 18 characters.
  • throwing knives now appear in the shop after advancing sufficiently far through the leagues.
  • reconfigured the stats of random equipment drops in battle from their Telepath Tactics defaults to better match the values of comparable proc gen equipment in Together in Battle.
  • two new skills: Create Ice Wall and Create Fire Wall.
  • new, third promotion option for cryokineticists: Cryostructor. Gets +1 range and -1 cost on Create Ice, learns Create Ice Wall.
  • new, third promotion option for pyrokineticists: Pyrostructor. Gets +1 range and -1 cost on Create Fire, learns Create Fire Wall.
  • fixed: the number of tents to keep on the battlefield was being calculated incorrectly in the thief attack battles.
  • fixed: on Relaxed difficulty, a random piece of rug would removed in the witness protection battle.

CraigStern

#1038
  • you can now manage supplies when you're on the main town screen in Kalkerapur.
  • characters can now use items when you're on the main town screen in Kalkerapur.
  • increased casters' base starting slash resistance from -20% to -10%, making them just a bit less squishy.
  • capped the max deployment in the first battle with bandits at 6.
  • capped the max deployment in the battle with the steel bandits at 8.
  • the beggar event will no longer occur unless you have at least one character who is Kind or one character who is Pessimistic.
  • wrote new, unique background dialogue for characters who come from Ploutos.
  • fixed: cosmetic bridges beneath the current terrain tile could render adjacent spaces untargetable with melee attacks for non-flying characters if the elevation difference between the bridge and the adjacent spaces was too large.
  • fixed: characters would treat unbreakable weapons as close to breaking for purposes of deciding whether to say that they want a backup weapon in the shop.
  • fixed: the game was not retrieving the momdad NPC attribute, causing character dialogue about how an adoptive parent was their real mom or real dad to appear with gaps.

CraigStern

#1039
  • commissioned a new cutscene background for the palace armory, incorporated it into the game.
  • Silent Blades now have higher Accuracy, making them more effective against Dodge tanks during story battles.
  • if the game ever fails to find an AI profile, it now loads and uses Balanced AI.
  • fixed: the AI was valuing the Enthralled status effect positively for targets who were Stunned (and thus, could not act after becoming Enthralled).
  • fixed: the AI was valuing the Move Bonus status effect positively for targets whose turn had already ended (e.g. using Adrenaline on characters whose turn had ended and could therefore no longer move).
  • fixed: the AI was valuing the Move Bonus status effect positively for targets suffering from Stunned or Frozen status (similar issue).
  • fixed: if you managed to store an item from the character screen within the reserve supplies screen while the unit's inventory subwindow was open, the inventory subwindow would not update to reflect the change.
  • fixed: upon returning to camp late, the "late camp" message would not appear until the player clicked once.
  • fixed: the map editor was defaulting army AI profiles to "Default", which is not an actual AI profile. (In the map editor, army AI profiles now default to Balanced.)

CraigStern

#1040
  • altered the design of the reserve supplies screen so that your characters are always visible off to the side (rather than being covered up by the inventory subwindow when one of them is clicked).
  • in the reserve supplies screen, an item from a character's inventory can now be dragged directly onto a second character to give them the item, making it easier to transfer items between characters.
  • the reserve supplies screen now shows who else wants equipment currently held by other characters, making it easier to optimize the distribution of equipment.
  • drew a new female human portrait clothing asset: dress.
  • drew a new text sprite: Items (which is a small item sack icon).
  • made the Items text sprite attend the Manage Supplies button in lieu of the old icon.

CraigStern

After a week out of town helping my dad and stepmom, I'm back!

  • rescaled and repositioned collision on units in battle so that when attempting to select a unit with the mouse, units in front won't inappropriately block them.
  • when mousing over a space containing a unit, the game will now always treat the top unit on the space as having been itself moused over.

CraigStern

#1042
  • finished the new Dress clothing for female humans that I streamed myself painting in mid-July.
  • added three new portrait clothing options for male and female humans to the game.
  • added a new "cat ears" portrait accessory for male and female humans to the game.
  • added multiple glasses and a monocle as portrait accessories for male and female humans to the game.
  • added three masks (Venetian, Skull, and Plague Doctor) as portrait accessories for male and female humans to the game.
  • added a new "cat nose" for male and female human portraits to the game.
  • AI fix: when moving an AI-controlled character into a trap or other pressure trigger space, the game was incorrectly marking the unit's steps remaining based on the intended move rather than the actual, interrupted move, leading to characters failing to move off of the space afterwards (most noticeably with ongoing-damage spaces such as fire tiles).
  • AI fix: for certain kinds of moves, the AI was not passing through the list of spaces containing neutral traps, leading it to sometimes disregard the presence of non-player-created traps and fire tiles when plotting movement around the battlefield.
  • AI fix: if the game queued up a move that involved moving and then self-buffing, upon completing the move, the AI was not clearing other potential moves for that unit which were intended to come from different spaces, which on rare occasions could in turn lead the AI to have that character use a skill from a space it shouldn't have been able to reach its target from.
  • fixed: the game was not automatically clearing its list of moving units when initiating a new attack, which on rare occasions could cause the game to softlock if the wrong sequence of moves occurred too quickly.

CraigStern

#1043
  • in response to player feedback, I've reworked the code so that when you play with manual saving enabled, the game no longer auto-saves over your save files; you must now save manually in order to save the game in manual save mode! In manual save mode, you will now lose all progress if you exit the game without manually saving it.
  • in manual save mode, the game now tracks how many scenes have passed since you last saved the game.
  • in manual save mode, if the next day comes and more than a couple of scenes have passed since you last manually saved the game, the game will prompt you to save manually.
  • added a new clothing option for human characters based on the Trainer.
  • added a second new Dress clothing option for female human characters (painted live on stream last night!)
  • added a new hairstyle for humans: Afro (painted live on stream last night!)
  • wrote four new family background lines.
  • wrote new Recognition and Recognition Response lines for Friendly characters.
  • fixed: most spriggats were being generated without Recognition Response lines.
  • fixed: athlete characters from a small town would be generated without a Background What line.
  • fixed: one of the Cheerful Recognition lines mistakenly required the Awkward personality instead.
  • fixed: the Natural Leader Recognition lines had duplicative line IDs, preventing the game from loading them.
  • fixed: the Suave Approach lines had duplicative line IDs, preventing the game from loading it.
  • fixed: there were a couple of gaps in the family background lines for people raised by their aunt and uncle.
  • fixed: there were a couple of gaps in the family background lines for people raised by their grandparents.
  • fixed: pronouns referring to character NPCs were getting inappropriately de-capitalized at the start of a sentence even if they appeared at the start of a sentence.

CraigStern

#1044
  • buffed a couple of the front-liner mooks in the battle with the steel bandits.
  • added a new clothing option for human characters: Marauder.
  • added a new clothing option for female human characters: Chemise.
  • added a new "dark" variant for the Venetian mask accessory for humans.
  • added a new mask accessory for humans: Blindfold.
  • added a new hat accessory for humans: Crown.
  • the crown, blindfold, venetian mask, dark venetian mask, glasses, bifocals, and alt bifocals accessories are now usable for spriggat portraits as well.
  • fixed: the blacksmith was overwriting the "value" attribute of weapons with their cost to repair.
  • fixed in version 1.0.50a: some of the new logic checking for manual save prompts was overwriting the "next scene" attribute in cut scenes, leading most daytime activities to bring the player immediately back to camp even if time points remained.
  • fixed in version 1.0.50a: after saving the game in the calendar screen, if the player managed to immediately return to the title screen without changing scenes, their save file would be advanced by an additional day when they loaded it.

CraigStern

#1045
  • AI fix in version 1.0.50b: characters with an AreaPreference tag would often disregard good moves within their preferred area in favor of just listlessly moving around the preferred area if their AreaPreference modifier was set high enough.
  • fixed in version 1.0.50b: if the game chose a certain event in Camp, rejected it for lack of necessary preconditions, and then chose the Sick event in its place, the sick character would fail to show up and the game would throw a null error upon trying to add the "sick" mood to the resulting blank unit.
  • fixed in version 1.0.50b: fixed a scripting issue that was causing the game to throw fatal errors upon re-recruiting the subject of the revenge quest battle.
  • fixed in version 1.0.50b: unique named enemies with the Loyal and Natural Leader personality traits could get generated with combat barks referencing the player's team instead of their own.
  • fixed in version 1.0.50b: under some circumstances, the bug fix concerning inaccurate step count totals when an AI-constrolled character wandered onto a pressure trigger could itself produce a null error.
  • fixed in version 1.0.50b: the game had started displaying scenes names incorrectly in save files.
  • fixed in version 1.0.50b: the chosen character for the revenge quest fight wasn't scripted to be quite single-minded enough.
  • fixed in version 1.0.50b: the game had started using the wrong mask for mouths on certain NPC portraits, giving them a "stained with berry juice" appearance.
  • fixed in version 1.0.50b: under certain conditions, the AI could have a character use an item twice in a single turn.
  • fixed in version 1.0.50b: the game was not swapping out script IDs for character names in the animated objectives screen at the start of battle.
  • added in version 1.0.50b: new special characters -ARMYNAME- and -CHAR2ARMYNAME-. These get dynamically replaced with the names of the army containing the triggerer and the secondary character, respectively.
  • fixed in version 1.0.50b: the WinBattle script action was not working as intended when the player's army was not army 0.

For the next update:

  • added support for in-game upvoting and downvoting to custom campaigns in the custom campaign browser.

CraigStern

  • in version 1.0.50c: you can now rate custom campaigns in the in-game custom campaign browser using new thumbs-up and thumbs-down buttons!
  • fixed in version 1.0.50c: the Restart Battle function had stopped working due to a change in the way that game data is loaded when starting a battle in manual save mode.
  • fixed in version 1.0.50c: the reserve supplies screen had become somewhat misaligned when opened during battle deployment.
  • in version 1.0.50c: added the new armory background to the assets list for use in custom campaigns.

CraigStern

#1047
  • fixed in version 1.0.50d: the game's procedures for saving BattleStart save file (the files used to restart battles) so as to enable restarting of battles needed an overhaul to account for how manual save file logic works.
  • fixed in version 1.0.50d: the game was overwriting the displayed scene name of the last-used save slot upon entering a proc gen battle in manual save mode even if the game was not manually saved over that slot.
  • fixed in version 1.0.50d: under certain circumstances, the game could throw a null error when making a newly recruited character have a pre-existing relationship with another newly recruited character.

CraigStern

  • added in version 1.0.50d: Create Fire Wall and Create Ice Wall are now part of the default skills available in new custom campaigns.
  • added in version 1.0.50d: Pyrostructors and Cryostructors are now part of the default class promotion options available in new custom campaigns.
  • added in version 1.0.50d: updated the items available by default in new custom campaigns to include all of the non-proc gen items available in the main campaign.
  • fixed in version 1.0.50d: in the character creator, the page picker buttons in the portrait clothing subwindow were not functioning correctly.
  • fixed in version 1.0.50d: in the character creator, opening the portrait accessories window a second time after closing it would cause the hat, mask, and glasses accessories to stop showing up.
  • fixed in version 1.0.50d: for some reason, Unity reset the Z scale of almost every skill button and many of the item buttons in the character creator to 0, rendering most of their tooltips unreadable.

CraigStern

#1049
  • fixed in version 1.0.50e: the same voice-over dialogue could get triggered multiple times within a fraction of a second at the start of a cutscene.
  • added in version 1.0.50e: custom campaigns are now created with a Dialogue subfolder for custom voice-overs.
  • added in version 1.0.50e: custom music, sounds, loop, and dialogue voice-overs can now be referenced within the PlayMusic, PlaySound, PlayLoop, and PlayDialogue script actions by prepending the string Custom: to the start of the Sound Name parameter. Updated Guide documentation for each script action to discuss this.
  • added in version 1.0.50e: in the cutscene editor's edit narration window, added instructions for attaching a custom voice-over to the narration.
  • added in version 1.0.50e: in the cutscene editor, clarified the labels for narration and dialogue buttons to make it clearer that they are for choosing the narration and dialogue for the current frame.

  • fixed in 1.0.50f: in the custom character creator, the describer subwindow could remain onscreen and cover up accessory or clothing options upon clicking to open those subwindows.
  • fixed in 1.0.50f: the NextFrame reply type would result in skipping a frame instead of moving to the next one if ending the current dialogue left nothing else open in the current frame.
  • added in 1.0.50f: the scene settings window in the cutscene editor now has a check box you can click to make it so a scene will prompt the player to save in manual save mode if they haven't saved recently.
  • added in 1.0.50f: you can now set personality, physical traits, and life background in the character creator within the campaign creation suite. (These are optional, but any that you set will feed into the suggested dialogue you roll up in subsequent steps and will enable the character to interact with the game's emergent systems more believably.)
  • added in 1.0.50f: when making a unique character in the character creator within the campaign creation suite, the game now automatically fills in missing details and camp dialogue necessary for the character to engage in the social sim side of the game.
  • fixed in 1.0.50f: the new save game logic was causing some unintended side effects when testing custom campaigns in the campaign creation suite.
  • fixed in 1.0.50f: the fix for overlapping dialogue from 1.0.50e had broken the game's capacity to create babble speech sounds.
  • fixed in 1.0.50f: part of the game's method of downloading custom campaign thumbnails had been deprecated, leading to inconsistent performance.