News:

Welcome to the new Sinister Design forums!

Main Menu

Together in Battle Dev Log

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

Previous topic - Next topic

CraigStern

- it is now possible to browse and edit custom characters you've already created on the title screen.

CraigStern

- you can now delete custom characters you no longer want to keep.

CraigStern

#812
Hired someone to create palette-swappable versions of character battle sprites! In addition:

- began designing a new palace intrigue battle.

- added tooltips to the main menu buttons on the title screen.

- updated the localization file to account for the new UI elements on the title screen.

- added gamepad support for the custom character creator!

- expanded the Map Settings screen in the map editor; added a fifth objectives field and a new field for custom battle backgrounds.

- battle backgrounds can now be moved toward (or away from) the camera on a map-by-map basis.

- new battle background: Garden.

- new destructible object: lavender flower bush.

- fixed: Silent Wings would not auto-promote upon reaching level 20 due to having the wrong class name.

- fixed: when explosive charges detonated on their own due to Burning status and thereby destroyed bridge tiles with characters on top of them, those characters would not fall fully into whatever hazards lay beneath.

CraigStern

- finished getting gamepad controls for the custom character creation screen functionining!

CraigStern

- the Tab key now auto-moves to the next field when naming custom characters.

- fixed: hitting the 'L' key while naming custom characters would cause the game to save a log file.

- fixed: the game was loading adjusted growths for custom characters when reopening them for editing, not the base growths chosen by the player.

CraigStern

- the likelihood of getting the merchant side quests now increases with each week or so that goes by without the player getting them.

- added gamepad support for the portrait accessory, expression, and clothing submenus in the character creation interface.

CraigStern

- the character creation screen can now appear in cutscenes, allowing the player to create custom characters mid-campaign!

- new script action: ShowCharCreator. Parameters: load ID to supply the created character, and list name for permitted species (in case the player should be limited to certain species).

CraigStern

#817
- finished coding the logic for skin tone and hair color palette-swapping for character sprites into the game!

- incorporated the first 19 palette-swappable character battle sprite sets into the game.

- cleaned up some errors in the female kineticist Levitate animation.

- cleaned up the mentalist walk and cast animations a bit.

- fixed incorrect palette highlight coloration for pants in the photokurios/photarch sprite.

CraigStern

- fixed: in rare circumstances, when slaying an enemy using a knockback attack into water, if the enemy had a defeat bark, the game could throw a null error.

CraigStern

#819
- all character sprites for unique characters now have skin tone and hair color palette-swapping to match their portraits.

- premade characters can now have a range of possible skin and hair palettes assigned to them.

- arena opponents now have randomized skin tones and hair colors.

- premade NPC unit types native to Kalkerapur now have appropriate skin tones and hair colors.

- fixed: when clicking quickly through a late-night event with queued-up Wait actions (such as the "nightmare" event), it was possible to end the scene before the wait commands were fully cleared from the action runner, resulting in the next day's scripts not running and the game locking up.

CraigStern

#820
Pushed the update yesterday, updated the demo this morning; had to spend a bunch of time re-upping the registration for the Sinister Design trademark with the USPTO.

- fixed in version 0.7.00a: premade units were not getting skin and hair palette-swapped as intended.

CraigStern

#821
- fixed in version 0.7.00b: loading or creating a character with personality and physical attributes selected, then switching its species would not cause the character creator to update the personality and physical attribute pickers to match the new species.

- fixed in version 0.7.00b: the custom character creator would not update the portrait for a golem upon changing its class from bronze to stone or vice versa.

- fixed in version 0.7.00b: the game could generate a null error upon creating a spirit or golem due to trying to access physical traits (which spirits lack) or personality traits (which golems lack) when generating initial unit tags and camp activities.

- fixed in version 0.7.00b: the custom character creator would expect the player to choose physical attributes for spirits (which spirits do not have), making it impossible to create custom spirits.

- fixed in version 0.7.00b: the custom character creator would throw a range error upon attempting to load a previously created golem, spirit, or character lacking either a last name or nickname for editing.

- fixed in version 0.7.00b: upon loading a previously created character for further editing, the custom character creator would not update the portrait feature pickers.

- fixed in version 0.7.00c: the game could select custom characters to appear in recruitment even if they were of a species not recruitable in that setting.

- fixed in version 0.7.00c: during refactoring of pronoun-choosing code for version 0.7.00, the variable to be substituted in dialogue had become unhooked from the method, leading to correct pronouns no longer appearing during dialogue.

- fixed in version 0.7.00c: the game could select two of the same custom character to appear in recruitment if two custom characters were chosen to appear.

- fixed in version 0.7.00c: the game was not calculating a salary for recruits plucked from among custom characters.

- fixed in version 0.7.00c: the custom character browser did not display apostrophes in character names correctly.

- fixed in version 0.7.00d: certain special characters appearing in proc gen dialogue referencing a character's NPCs used the "vertical bar" alphanumeric character, which the game relied upon as a delimiter when unpacking saved dialogue for custom characters. This, in turn, made characters generated with those dialogue lines essentially unloadable. (The -NPC:X- special character now uses a $ instead of a | to set off optional parameters.)

- fixed in version 0.7.00d: custom characters were not being assigned a nickname threshold upon being recruited, resulting in them potentially nicknaming allies before they had built up any friendship.

- fixed in version 0.7.00e: character family background dialogue could still sometimes randomly pull from an older, incorrectly formatted file of character attributes, causing the delimiter error to recur when saving a custom character.

CraigStern

Changes for version 0.7.50:

- when premade generic units without equipped weapons promote to classes that have new default weapon skills (e.g. the Blackguard with Throw Knife or Mantis Knight with Halberd), they now gain those new default skills as natural skills.

- generic Marauders and Berserkers now have Throw Axe as default weapon skills.

- improved the performance of combat camera zoom for Steamdeck users.

- improved the descriptions on certain personality traits for purposes of the character creator.

- fixed: default lines and attributes from the CharAttributes.xml file could be loaded alongside campaign-specific lines and attributes even when they shared the same ID.

CraigStern

#823
Updated the downloadable Desan-Sookhasthani War mini-campaign to reflect lore changes and improve the scripting a bit.

- fixed in version 0.7.00f: custom characters recruited at levels above 1 would revert to level 1 upon being recruited.

- fixed in version 0.7.00f: custom characters would lose their equipment upon being recruited.

- fixed in version 0.7.00g: recruitment in custom campaigns was throwing a null error due to expecting a custom character file that was not being loaded.

- fixed in version 0.7.00g: slice data for the Photokurios cast animation spritesheet was no longer properly aligned.

- fixed in version 0.7.00g: swordsman Double Strike animation settings were being overriden by settings forcing bilinear filtering on.

- fixed in version 0.7.00g: human Psy Clash minions were no longer displaying their intended skin and hair colors (either on the table or in card art).

- fixed in version 0.7.00g: certain Psy Clash minions were no longer displaying at all (cavaliers, mentalists,

- fixed in version 0.7.00g: the Senator walk animations were no longer referencing sprite data.

- fixed in version 0.7.00g: using a Book of Power within the Manage Supplies menu in camp could produce a null error.

CraigStern

#824
Continued changes for version 0.7.50, now that the most serious bugs relating to the new features are hot-fixed:

- when characters are lined up to have dialogue with one another in camp, if the game detects that there is no valid dialogue they can have together, the game now tries to give them a narrated small talk activity instead of having them say "Actually, I have nothing to say."

- fixed: regular, non-dialogue camp activities intended to alter characters' familiarity, friendship, and romance were misformatted and so were not actually altering these values.

- fixed: the code which made the traveling merchant event more commonplace had a typo, essentially adding a nonexistent event into the event hopper and making the game skip to the next day whenever it came up.