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Together in Battle Dev Log

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

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CraigStern

#510
- Brutal difficulty now has a minimum first-day recruitment of 4 units rather than 6.

- increased starting aura for Challenging and Brutal difficulties.

- reduced food costs for Challenging difficulty.

- reduced item costs for Brutal difficulty.

- training costs now scale with difficulty: 70% for Relaxed, 80% for Challenging, and 90% for Brutal.

- paradigm training now takes five days instead of a week.

- increased the number of uses Bandages have from 2 to 3 to make teams without a psy healer or gasul more viable.

- arena fights no longer spawn extra enemies on Brutal difficulty.

- doubled the morale effect of Beautiful weapons and armor from +1 to +2.

- new possible modifier for especially high-quality weapons and armor: Gorgeous. Grants the wearer morale +4 while equipped.

- increased the availability (and massively decreased the price) of Cheap Novels in the shop.

- imposed a hard cap of 5 on the morale penalty a character can take for falling in battle without dying.

- fixed: golems could take a morale penalty from falling in battle.

- laid some groundwork for an eventual custom difficulty selection mode.

- adjusted default expressions tied to a couple of personality traits.

- fixed: you could change a spriggat's innate type via training. Spriggats can now be trained as psy users instead.

- fixed: the game would treat voluntary surrender on roguelite mode as a normal defeat and delete the player's saved game.

- fixed: the game could cause a qualifier or league match to occur on a day where other events were scheduled even after pushing the event back on the in-game calendar.

- new script action available: SetValByEvent. Create or edit an integer variable by reference to the day upon which a scheduled calendar event will occur. The game will pick the first instance on the calendar by default; set Find Last Instance to true to find the last instance of the named event on the calendar instead. Parameters: Variable Name; Operator ( = + - * / etc); Scheduled Event Name; Find Last Instance (true or false -- optional).

CraigStern

#511
For version 0.2.02:

- further increased Cheap Novel availability in the shop, and further decreased its price.

- increased the morale-boosting power of regular Novels.

- created a new Time icon.

- created a new time points system for the daylight hours. You have two points to spend, and activities can cost one or two points. You can spend the day on a single 2-point activity (e.g. going to the arena) or on a selection of two 1-point activities (e.g. shopping and training).

- new 1-point daytime activity: Labor. You can go down to the docks and hire out characters as laborers for the day in exchange for money. This will consume 20% of their remaining energy and they will return that same evening.

-the game now accounts for how far short of making payroll you fell when calculating the morale penalty for missing payroll. The minimum morale penalty is now -2 (as opposed to a shortfall of any size producing a full -10 drop).

- took Sprint out of the cavalier skill progression, as it was producing enemies that could cross the entire arena and charge down characters in one turn.

- the game now recognizes Health Left and Energy Left as stats for most stat-related script actions.

- fixed a couple of typos in camp narration/dialogue.

CraigStern

#512
- made Toss a starting skill for Stone Golems.

- new supported text sprite: Time.

- fixed: the game was grabbing the wrong date for league qualifier matches in monkey league, halting forward progression.

- fixed: the game was inappropriately failing to give stone golems the tag that reduces the cost for Shove 2, and was instead giving it to them as an invalid skill at level 2.

- fixed: Throw appeared twice in the Stone Golem promoted class skill progressions.

- fixed: Trade, Twirl, and Juxtapose worked on objects, not just characters. The game now gives you a pop-up message explaining why it didn't work if you try this.

- fixed: Trade worked on enemies, not just teammates. The game now gives you a pop-up message explaining why it didn't work if you try this.

- fixed: if a character attempted to use a self-move skill like Stick-and-Drag or Pull while subject to a Hold effect, it would leave the attacker in place while telling the game they were in the process of moving, eventually freezing the game as it waited for expected character movement to complete.

- fixed: the game would reset a character's wound level to zero upon reapplying equipment effects, and opening the character overview screen in camp would reapply equipment effects, essentially auto-restoring wounded characters to normal with no recovery or risk of death.

CraigStern

#513
For version 0.2.03:

- replaced the "reputation boost" of 10 morale with +20 accuracy.

- fixed: the game wasn't casting characters for late-night random events, resulting in the second apparition event spawning a blank character.

- fixed: it was possible to click another character and select them mid-combat animation, thereby messing up the game's tracking of who the current character was and causing the original attacker to get another action.

- fixed: the game would cease to display the effects of morale in the character screen if morale-altering equipment temporarily pushed the total value above 10 or below -10.

CraigStern

#514
- created the Snow Leopard League qualifier battle.

- thieves in the arena should now focus exclusively on opening chests and should ignore player characters.

- Gharial League matches now have a 15% chance to spawn a royal chest with rare loot.

- changed the potential earliest timing of certain events.

- the Robber Boss is now scripted to stay perfectly still until turn 7 during the Thief Attack event (unless attacked).

- the aggression on the Greedy AI profile has been lowered further.

- fixed: the Sick Parents event would freeze if a character who was raised by both their aunt and uncle was chosen for the event.

- fixed: the pyrokineticist boss of the Gharial League qualifier spawned with a blank, invalid item in their inventory.

- fixed: the Robber Boss was spawning without a weapon during the Thief Attack event.

- fixed: the game wasn't picking portraits for promoted generic units correctly.

- fixed: on lower settings, the AI would not consider lethal blows against destructible objects a viable move.

CraigStern

For version 0.2.03a:

- increased the available uses for throwing axes, javelins, and throwing knives.

- doubled the chance of wrenches spawning in the shop.

- improved character vocation background dialogue a bit.

- increased the minimum energy cost to hire out from 3 to 5 so it's less of a free "print money" button.

- fixed: dialogue calling for a last name with spirits was causing the game to lock up when applied to the random-event apparition.

- fixed: when renaming a proc gen character, the proc gen character's own dialogue would have their old name baked in and left unchanged.

- fixed: swimming onto a land tile with a trap would not trigger the trap.

- fixed: when hiring out, the game was determining eligible characters inconsistently between the start of the scene and when asking if the player wanted to hire out someone else.

- fixed: hiring characters out would cause the game not to count those characters for purposes of predicting payroll until their return later in the evening.

- fixed: there was still a line on Monkey League qualifier fight were it said (incorrectly) that the kineticist was paid monthly.

CraigStern

For version 0.2.04:

- the map editor can now successfully save and load battle backgrounds with maps.

- you can now assign a percentage spawn chance to all army and object groups for proc gen maps in the map editor.

- fixed: instead of having a 15% chance to spawn in Gharial League, royal chests had a 100% chance to spawn and a 15% chance to contain an item.

- fixed a null error in the map editor when loading a map with a global lighting condition as its first condition.

- fixed a range error when cycling through permitted integers using a number picker in wrap-around mode via the "previous" button.

CraigStern

#517
- added footstep sound effects to the game when going to the docks.

- boosted the heat and cold resistance modifiers from insulated armor from 15% to 25% each.

- boosted the light and shadow resistance modifiers from lead-lined armor from 15% to 25% each.

- the arena battlefields now grow slightly larger with each successive league.

- the game now saves the current map width and map height for proc gen battles, then uses those values when reloading the battle instead of using whatever the most current values are. (This will keep battlefields from getting scrambled if their dimensions shift again in future updates.)

- fixed: the arena manager was skipping his "tough break" dialogue after the player lost a league bout.

- fixed: match scheduling logic was sometimes not selecting the correct day when trying to pick the scheduled date on the calendar.

- fixed: the game was bypassing the victory screen when the player won league qualifier matches, resulting in no money being awarded.

- fixed: the game was not correctly detecting the new defeat scene after players surrendered in league matches.

- fixed: on lower AI settings, the game was actively valuing lethal blows lower than non-lethal blows (as opposed to merely not valuing them more highly).

- fixed: lead-lined armor was providing heat and cold resistance instead of light and shadow resistance.

- fixed: skills like Overheat could drop a character's energy into the negatives.

- fixed: destroying fire did not remove its environmental damage effect from the space.

- fixed: flying characters who had been Gravity-Spiked into water or lava and then swam back onto land would reemerge at the wrong elevation.

- fixed: you could shoot your own units with bowmen and crossbowmen in Psy Clash.

- fixed: looping crowd noises would continue upon returning to camp from the Festival of the Ascendant Lights.

- fixed: bonuses were providing a smaller morale boost than intended.

CraigStern

- league match scheduling is now weighted; you have 50% odds of the next league match being in 3 days, 33% of it being in 4 days, and only 17% of it being in 2 days.

- fixed: the "total battles fought" variable used to determine enemy level scaling in the league fights was not being reset upon entry into Gharial League, resulting in enemies being massively overleveled.

- fixed: when using a Book of Power in camp, the user's already-open character screen was not auto-updating with the new information following the promotion.

CraigStern

#519
For version 0.2.04a:

- the game now checks for duplicate tags when generating a new skill progression for a character upon promoting or reclassing.

- new skill added to the game: Mind Domination. Same as Mind Control, essentially, only Enthralled has a base 100% chance to take effect and the skill costs 6 energy. Mentalists now learn this as part of their skill progression.

- made the Mastermind and Thoughteater advanced classes stronger; the Mastermind can now continue their turn after using Mind Control, and the Thoughteater now gets +6 damage on Mind Shock instead of +5.

- fixed: you could click on the main text box during character selection branches of dialogue and it would progress to the next branch of the tree with no character selected. If done during a one-on-one, this would cause the game to show a blank black placeholder portrait and call the character "FNAME"; or if done at the docks, would simply glitch the game out.

- fixed: the game would inappropriately send players to the Gharial League Qualifier in place of the Snow Leopard League Qualifier.

- fixed: the monetary reward for strikebreaking was being granted twice: once as a battle reward, and again in dialogue.

- fixed: some of the dialogue variants for a character asking another character out on a date were getting clipped.

- fixed: the game was displaying the wrong names for the Gharial League and Snow Leopard League qualifiers within save game slots.

CraigStern

#520
For version 0.2.05:

- created the Snow Leopard League arena map template.

- you can now progress through Snow Leopard League, all the way up to the Tiger League Qualifier.

- team leaders are now more likely to spawn with extra items in arena fights.

- experience scaling is now 15% per level of difference in both directions (as opposed to being a 15% per-level bonus when lower level and a 10% per-level penalty when higher level).

- fixed a bug in the game's battlefield generation logic that was causing counterattack-possessing objects like Spiked Barricades and Fire to cluster within two spaces of the player's deployment spots.

CraigStern

#521
- created a new arena match type: Defend the Idol. This spawns a golden statue at least 2 turns away from the enemy's spawn points and tasks the player with defending it.

- created a new arena match type: 4-on-4. This limits the player to deploying only 4 characters and pits them against 4 stronger-than-normal enemies under an accelerated timer! Extra hazards and chests are dropped around the arena as well, at least two of which are guaranteed to contain a money drop.

- shortened the number of fights it takes to progress through each league; Monkey League, Gharial League, and Snow Leopard League now each progress you to the next league's qualifier after winning four league matches (instead of five).

- you can now train accuracy at the trainer.

- dropped the damage on Charge from 1.5x strength to 1.25x strength, as it was proving a little too oppressive in arena maps.

- new skill: Mega Charge. Deals 1.5x strength and has 2x 75% chance to stun. This one is learned exclusively by cavaliers after promoting.

- fixed: traps and holds were not interrupting self-move skills (like the cavalier's Charge attack) as intended.

- swordsmen now get Hold added to their skill progressions if they promote to Swordmasters.

- buffed Mantis Knights to make them more competitive with Mant Lancers: Mantis Knights can now use another skill in the same turn after using Lance.

- the game's calendar system now distinguishes between events and reminders, and will now schedule exclusive events (like league qualifiers) on days which contain mere reminders.

- fixed a typo in the class requirements for bowmen that caused the game to only select characters with a positive psy growth for the class instead of a positive strength growth, leading to many bowmen developing very little strength.

- fixed: the trainer was inappropriately including stat modifiers granted by equipment when determining the level of certain stats for purposes of calculating training costs. (This was making strength, especially, much more expensive to train than intended.

- fixed: characters in classes that normally have two skills at level one would start off missing their second level-one skill if they had Motivate.

- fixed: characters could get activity narration forbidden by their biographical details in camp (e.g. religious characters offering prayers belonging to the wrong religion).

- fixed: the game was inappropriately treating scripts containing the SetNextScene action as if they actually contained NextScene, which caused the game to stop updating the dialogue menu, effectively freezing the game.


For the map editor:

- objective reticles may now be placed and removed using a character name (or ID[] tag) instead of just x and y coordinates.

- RemoveSpawn may now take the loadID parameter "Deployment" in proc gen maps to remove procedurally generated deployment spots.

CraigStern

#522
For version 0.2.05a:

- fixed: the game would throw a range error during recruitment if the total number of initial recruits was not neatly divisible by 6.

- fixed: in rare instances, 2D particles could cause the game to throw a null error.


Campaign creation suite improvements:

- updated the default introduction scene so it's more useful right out of the gate.

- characters created with the character creator now have an appropriate babble voice set assigned to them.

- new reply type supported, cut scene only: Next Frame. Ends the current dialogue and proceeds to the next frame of the cut scene.

- updated usable skill icons with the new Mind Domination and Mega Charge icons.

- fixed: "duplicate dialogue branch" functionality was not working correctly in the dialogue editor.

- fixed: moving a branch downward within a dialogue tree would produce a range error.

- fixed: the game would not recognize premade characters for purposes of the AddPortrait script actions if the game hadn't already saved loaded characters at least once.

- fixed: the game did not clear the New Roster  tag when hitting New Scene in the cut scene editor, resulting in an already-open scene's new roster carrying over to the new scene as well.

- fixed: typing the letter 'L' in the cut scene editor would still trigger the game's "save log" functionality.

CraigStern

#523
- increased the uses on Eye Drops, Caffeine Pills, Lead Ointment and Thermal Paste to make consumables more economical as a counter to enemy status effects.

- fixed: the game would sometimes throw a range error during character promotions.

CraigStern

For version 0.2.05b:

- provided the formula for how much damage is caused by falling in the elevation tutorial.

- fixed: changes to the scripting in the last update made it so that fighting pickup matches while waiting for the Monkey League Qualifier would cause the game to reschedule the Monkey League Qualifier.

- fixed: the Protect Char condition was not working on destructible objects, resulting in the Defend the Idol loss condition never triggering.