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Together in Battle Dev Log

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

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CraigStern

-- got the Coria Harbor cut scene working in the Vengeance of Emma Strider campaign.

-- got the Emma and Harriet cut scene working in the Vengeance of Emma Strider campaign.

-- got the Silithis Stows Away cut scene working in the Vengeance of Emma Strider campaign.

-- added lines for Naila Hashmal and Edwin Gabbergast to the Coria Harbor cut scene to give them a bit more "screen time."

-- added a few short conversations with some of the villagers to the Battle with Ebon Raban.

CraigStern

#316
-- got the Flashback 3 cut scene working in the Vengeance of Emma Strider campaign.

-- got the Emma and Sabrina 2 cut scene working in the Vengeance of Emma Strider campaign.

-- got the Emma and Silithis cut scene working in the Vengeance of Emma Strider campaign.

-- added Iron Claw and Steel Claw items to the game.

-- recreated the Beach sound loop from Telepath Tactics (which had gotten lost somehow).

-- added a toggle to the terrain generator letting the user select from among different generation logic archetypes when creating a map: Open (the default) and Dungeon.

-- fixed: an inappropriate mask was being applied to destructible object previews appearing in the character screen.

-- fixed: the game would detect false positives when checking for conversation-ending actions if custom variables contained the names of script actions that end a conversation somewhere within them (e.g. "NextScene").

-- fixed: specular highlights remained inappropriately set to "true" for certain cave cliff-face materials.

-- fixed: tooltips for the play button on audio tracks within the audio browser were not aligned quite right.

-- fixed: generating proc gen terrain within the map editor would cause any active global lighting or weather conditions to disappear.

-- fixed: upon loading a proc gen map in the map editor, the map editor would disregard the intended map size in favor of a default map size.

-- fixed: the character creator was not saving the unit sprite property correctly when creating a unique golem character.

CraigStern

-- the engine now correctly handles path checking for pull-type abilities with a knockback magnitude greater than 1. (Previously, if the puller's path was blocked, the puller would pull anyway and the pullee would dragged into them, dealing impact damage to both characters; now, the game treats the blocked pull path the same way as a blocked path for Charge or other ToTarget skills.)

-- new skills: Pull 2 and Stick-and-Drag 2.

-- Pull 2 can now appear in the skill progression in lieu of Preemptive Stance or Defiant Stance for Axefighters, Barudit, and Swordsmen.

-- Stick-and-Drag 2 can now appear in the skill progression in lieu of Preemptive Stance or Defiant Stance for Spearmen.

-- altered Spearmen's skill progression so they always get Stick-and-Drag, but now get either Pinning Thrust or Hold (but not both).

CraigStern

-- drag panning now cancels out any auto-panning that may be happening with the camera when initiated.

-- fixed: Mechanic Spriggats in The Vengeance of Emma Strider had the wrong sprite data.

-- fixed: a range error could occur when attempting to regenerate custom barks for premade characters.

CraigStern

-- fixed: adding new units to the battlefield would change the coloration of palette-swapped objects.

CraigStern

#320
Gave artist feedback.

-- added a conversation between Sarn Kamina and Siripent; she can now recruit him in the Rescuing Sarn Kamina battle.

-- fixed some of the scripting in Rescuing Sarn Kamina.

-- added some more interesting loot to Rescuing Sarn Kamina.

-- got the Rescuing Sarn Kamina battle finished and working in the Vengeance of Emma Strider campaign.

-- got the Gratitude cut scene working in the Vengeance of Emma Strider campaign.

-- created a unique graphic for the Claws skill.

-- new weapon attribute: Pipe-breaking. Grants +10 damage against golems, but less durable.

-- improved the alignment and font size of the "no items in category" message in the shop interface.

-- fixed: Unity was blending the Dodge and Idle animations in a way that sometimes caused characters to clip through the ground.

-- rewrote the dodging code so that dodging and then checking for a counterattack are timed to the ordinary moment of an attack's impact.

-- all sound effects and "non-impact" visual effects now play during a dodged attack.

-- fixed: the game would make an error noise when shift-clicking an arrow in a number picker that would send the value beyond the amount permitted. Now it just constrains it to the permitted value range with a normal "click" sound.

-- fixed: the map editor had ceased to allow changing a character's army via the Edit Character Properties window.

CraigStern

-- got the Merchant 4 cut scene working in the Vengeance of Emma Strider campaign.

-- scaled the snowflakes in battlefield snowy weather effects to better match the original look of the effect in Telepath Tactics.

-- wrote new battlefield dialogue for Archos.

-- fixed: danger tiles for units with AOE skills were only taking into account the spaces the attack could be targeted at, not the spaces it could hit.

CraigStern

#322
-- did some rebalancing on the Battle with Archos; frost spriggat reinforcements early on in the battle are now more spread out, and new events later in the battle put pressure on the player to wrap things up quickly.

-- reduced the damage done by Feedback for balance reasons, as it is no longer limited only to damaging based on damage received.

-- increased the damage done by Gravity Spike and Gravity Well since they are so situational.

-- fixed: the AI was not taking TargetPreference tags into account when making "long-range" moves.

-- fixed: the game wasn't correctly wiping out AI-controlled enemy armies that had lost their Protect Char unit, as it was leaving reinforcements intact (which in turn prevented proper detection of victory).

CraigStern

-- got the Battle with Archos fully working in the Vengeance of Emma Strider campaign.

-- added Arbalist sprites into the game.

-- fixed sprite alignment for Bronze Golem and Stone Golem rest poses.

-- improved the look of Blizzard weather effects in battle.

-- added howling wind and a blizzard to Clash at the Mines Entrance to add some extra drama to the fight.

-- changed the passability of all wooden barricades from Shoot Through to Flying. (It simply didn't make sense for assassins not to be able to Leap over them.)

CraigStern

-- fixed a bunch of scripting in Clash at the Mines Entrance, did a bit of rebalancing for the sake of pacing.

-- got the Clash at the Mines Entrance fully working in the Vengeance of Emma Strider campaign.

-- fixed: snow terrain particles were using the incorrect material.

-- fixed: killing a character with an attack dealing damage of multiple elements at once would trigger their OnDeath dialogue multiple times.

-- fixed: there were situations in which EndConvImmediately did not work properly.

CraigStern

-- added Megalith sprites into the game.

-- Sarn Kamina now grants the player a 20% discount at the final shop if Siripent has been recruited and is still alive.

-- changed the costs and sale price values for shops to percentage integers out of 100 (as opposed to decimal float values). Added support for custom values (e.g. -VAL:-) to the shop sub-editor within the cut scene editor.

-- the game can now update shop prices based on custom integer values changed within the same scene.

-- rebalanced the reinforcements in Battle with Cloch to make it less of a slog.

-- got the Battle with Cloch fully working in the Vengeance of Emma Strider campaign.

-- fixed: on AI turns where the game couldn't make any moves at all, it would skip right over the bit where it steps status effects and applies environmental damage to characters in the army.

-- fixed: generic shadowling portraits had broken.

-- fixed facial expressions in the death monologue response lines.

-- fixed: I had accidentally broken the code that lets OnTurn and BeforeTurn dialogue execute on multiple different turns by using a custom integer as the turn number.

-- fixed: characters in a defensive stance could block attacks even if being backstabbed.

CraigStern

-- got the Harriet Spots Malcolm cut scene working in the Vengeance of Emma Strider campaign.

-- got Battle with Malcolm working in the Vengeance of Emma Strider campaign.

-- got the Emma Reaches the Slave Quarters cut scene working in the Vengeance of Emma Strider campaign.

-- got the Tragic Reunion cut scene working in the Vengeance of Emma Strider campaign.

-- for balance reasons, updated Cryo Cross so it prevents counterattacks. (Otherwise, it had an unfortunate tendency to prove immediately fatal for the user due to all the melee counters it would draw!)

-- fixed: running WinBattle in dialogue mid-combat would cause the camera to remain zoomed in during the victory screen, since combat technically hadn't ended.

-- fixed: dialogue that began with character movement would pop up the dialogue screen, hide it a fraction of a second later, and then show it again after characters finished moving. Now, the dialogue screen remains hidden the whole time until character movement is completed.

CraigStern

-- added unique sprites for Tarion and Pathos to the game.

-- added Greater Red Spriggat sprites into the game.

CraigStern

-- when an enemy uses a skill, the game now speeds up auto-panning proportional to the distance the camera must travel. This ensures that an enemy move far away from the camera won't happen offscreen while the camera is still panning over to it.

-- added new in-battle conversations to the Battle with Tarion. (Among other things, Tarion now has a unique exchange with Sabrina and Harynx if attacked by either of them.)

-- added a Shredwing Axe to the Battle with Tarion.

-- fixed: camera zoom-in wouldn't quite capture 100% of the action for attacks occurring along the very left- or right-most spaces of the map.

-- fixed: Shadowporting a shadowling onto lava would result in them being placed too low, not accounting for their flyer movement.

-- did a bit of optimization work, turning off certain packages the game doesn't use and disabling Unity's built-in physics simulation.

CraigStern

#329
-- new script action: PromoteUnit. The named character will immediately adopt an advanced class based on their current class--even if they are not at the minimum level normally required to promote to that class.

-- new item: Book of Power. Promotes the user immediately upon use. Requires Book of Power mastery to use, which all characters now automatically gain upon reaching level 10.

-- new item graphic variant: Book Black.

-- added three Books of Power to the Vengeance of Emma Strider campaign in challenging locations; one in the Bandit Fortress Outer Wall Battle, one in the Battle with Ebon Raban, and one in Clash at the Mines Entrance.

-- created a second promotion option for Emma and Sabrina: Liberator. Gives fewer stat bonuses overall than Champion, but provides +1 to maximum movement and takes 2 off the energy cost for Motivate, Inspire, Place Snare Trap and Place Iron Jaw Trap.

-- added some really neat little visual effects accompanying a character promotion in battle. :)

-- fixed: the game wasn't actually changing character sprites upon promotion.

-- fixed: the game was splitting damage popup text across two lines for amounts exceeding 99.