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Together in Battle Dev Log

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

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- finished the new random event battle!

- new, optional third parameter for the OnTalk dialogue trigger: Enforce Positions. If set to true, this specifically requires the triggering character to be as described in the first trigger parameter (rather than letting the second talk partner take on the role of triggerer).

- fixed: the "Neutralized" status effect was missing from the localization file and causing the game to throw a null error when applied.

- fixed: the AddStatus script action was no longer announcing the applied status effect.

- fixed: the game's unit-spawning, unit-generating, door manipulation, change dialogue character, and roster manipulation script actions were still missing minimum parameter checks.

- fixed: the game would still show the dialogue menu in the very first branch of dialogue even if the branch contained a HideDialogueBox action.

- fixed:the game was still showing the actions bar and portrait for AI-controlled characters hidden in fog of war.

- fixed: the game could show incorrect actions bar information for AI-controlled characters moving after an ally hidden by fog of war.

- fixed: characters using Light attacks and Staggering weapons could attack spiked barricades and fires without taking damage.

- fixed: if an AI-controlled character blinded a player-controlled character in a fog of war map, the game would suddenly treat the AI army as if it were player-controlled for purposes of updating the fog of war, thereby revealing most of the map.

- added documentation for ShowDeckButton and HideDeckButton to the in-game reference.


- new Engineer skill added to the game: Place Brazier. Creates a lit brazier on the battlefield that reveals fog of war in a 2-tile radius around it (and burns enemies who attack it in melee).

- boosted the effect of strength and psy on the maximum health of created objects: they now receive added max health equal to 133% of the creator's combined strength and psy. (Previously, it was 100%.)

- new optional parameter added to SpawnUnit and the Generate-Unit-type script actions: Drop Unit. If set to true, causes the unit to drop onto their space from somewhere above the battlefield when they spawn, a la an item drop.

- fixed: when multiple scripts were attached to the same skill or item, the second script would have its first action run out of order.

- fixed: if OnVictory dialogue was spawned for the enemy army, using a WinBattle action or reply to change it to a player victory would not prevent the game from showing a "Defeated" pop-up regardless.

- fixed: due to a formatting error in the new, modifiable item attributes table, poisoned and blazing weapons were bugged and could freeze the game upon being equipped.


- constrained the pop-up text animation in combat a bit more to make it easier to follow (and easier to tell which character it belongs to in the event of an AOE effect).

- wrote the event that occurs after the second Malatose interrogation, as well as new palace narration.

- wrote some alternate dialogue for the second crush event for cases where the characters are mutually romantically interested.

- wrote a new campsite talk variation for characters who have a crush on their talk partner.

- wrote a new generic campsite talk narration.

- spriggats are now guaranteed to gain Health Proficiency between levels 7 and 12.

- boosted the base level of enemy arena teams in the latter three leagues (especially for Snow Leopard and Tiger leagues).

- arena team leader enemy level scaling increased from additional 20% per match to additional 25% per match once the player reaches Monkey League.

- reduced the influence that speed has on salary levels by 40%, rendering shadowlings and assassins more cost-competitive.

- fixed: in the witness protection battle, even if the kineticist onstage was dead, he would still give his "close the fist" dialogue.

- increased health bonuses for promotions across the board, but especially in the melee combat classes. (My hope is that this will help tanky/defensive characters scale better in the late game.)

- fixed a typo in the dialogue when deciding whether to report to Prince Ajit after the witness protection battle.

- fixed: the bathing event did not queue up the chance of a follow-up event where one character asked the other on a date.

- fixed: adding support for finding characters by load ID in a past update broke the Unlock Door skill, causing the game to think the character was attempting to unlock whichever proc gen character was first recruited because they happened to have a blank load ID.


- painted a 19th human female hairstyle.

- wrote 44th and 45th loading screen tips.

- the strength of explosive charges now scales with the strength and psy of the engineer who places them (but still deal 20 damage at base).

- further increased Ansh's health for the witness protection battle when playing on Relaxed difficulty.

- fixed: on-death attacks were being applied twice, resulting in double damage (and double application of status effects) from explosive charges.

- fixed: due to a scripting oversight, it was still possible to get the information from the documents in the dissident den raid even if they were destroyed.

- fixed: no sound was playing when minions switched lanes as part of their built-in abilities.


- new camp event: Catchphrase.

- characters are now generated with a response line for when they receive a nickname.

- characters' friendship now increases when they nickname each other.

- once the player gets to Snow Leopard League, the shop now has a 75% chance of having 1-2 medicated bandages in stock per visit.

- new Kineticist skill: Levitate Other. Levitate another character for one turn.

- created new sound effect that plays when a character takes environmental damage from being in lava.

- added portrait animations to all of the advice events.

- the psy clash card Leap now lets you draw another card after using it.

- the "asking for advice" events will no longer end with a character saying "never mind"--if that's about to happen, the game will now simply find a different event to run instead.

- fixed a typo in the armorer interrogation.

- fixed a typo in the extended Architect class description.

- fixed: strings typed in by the player during dialogue could end up not displaying properly (or at all) if they used commas or quotation marks.

- fixed: the game was not allowing objects to be thrown over other objects of the same category.


Changes for version 0.6.30a:

- the two enemies playing Psy Clash at the start of the dissident's den battle now actually drop Psy Clash cards when defeated.

- fixed: the game could spawn a pop-up asking to auto-equip weapons or armor during the enemy's turn too, not just the player's.

- fixed: in some rare cases, a counterattack could be processed twice (causing double damage).


- reduced the greed constant for arena AI, reducing the score the computer assigns to moves that involve destroying chests and fruit trees. AI units will now only sometimes attack chests when out of attack range of the player's units.

- AI improvement: the game now scores the destination-and-facing back cover factor for a move relative to how dangerous the destination space is, preventing situations where the game overvalues a move because it protects the unit's back in a spot where no enemy is near enough to reach it.

- fixed: the Transfer and Transfer 2 skills were causing screen shake.


Changes for version 0.6.30b:

- the blacksmith rescue mission now explicitly warns you about the time limit at the start.

- using particularly loud skills during the blacksmith rescue mission (Explode, Powder Bolt, Pyro Blast, Light Blast, etc.) now attracts guard attention, as does letting the guards on the northwest platform get in an attack.

- added a bowman to the raised platform in the northwest in the blacksmith rescue mission when playing on challenging difficulty or higher.

- added a safeguard to prevent duplicates of the same character from ever appearing in a roster.

- fixed: the game was displaying narration about Wailling inappropriately during the investigation due to a scripting mistake.

- fixed: if the Babble script action ran after dialogue text had finished animating (or after its animation was manually skipped by the player), then the babble sound effect would continue without end until the player continued to the next branch of the dialogue.

- fixed: the Halberd skill was using a "pierce" visual effect to accompany the attack hitting instead of a slashing one.

- fixed: it was possible for a heatwave event to trigger midway through the day, not just upon first arriving in the city.


Changes for version 0.6.30c:

- reduced the damage scaling on the elemental blast skills from 1.3 to 1.2.

- reduced the damage scaling on Mega Charge from 1.5 to 1.4.

- reduced the cost of Place Stone Barricade from 8 to 6.

- updated the description of Place Stone Barricade to make its utility clear (it can stop flyers).

- fixed: in some battles, the game could spawn two copies of the same character if a teammate was out wounded.

- fixed: the game was not letting Stone Golems throw item sacks over spaces containing other item sacks.

- fixed: item sacks would not collide with other units.

- fixed: characters learned alternate skills from earlier on in their base class skill progressions upon promoting, resulting in characters having too many skills (and reducing diversity among promoted members of the same class).

- fixed: the character screen always displayed 100 as the experience characters needed to level up even when characters had traits (such as Eidetic Memory) which reduce that number.


Changes for version 0.6.30d:

- granting a character only half their requested raise now inflicts morale -3 instead of morale -2.

- refusing a character's request for a raise now keeps the "asking for a raise event" in the hopper, making it potentially recur thereafter.

- AI fix: the game could throw a range error when processing swim-back-to-land moves under certain circumstances.

- fixed: sometimes in recruitment, the game would not revert to the current selected character's information upon mousing over to the left half of the screen if the selected character was from the right column.

- fixed: the Birthday Fan event did not remove itself from the hopper after running, but rather removed the Enthusiastic Fan event instead.

- fixed: due to a formatting mistake, a few two-character random events could proceed even if a second character wasn't available to appear in them, causing errors.

- fixed a typo in Ishita Svaamee's dialogue in her second visit event.

- fixed: the maharaja funeral event could trigger twice in the same day.

Changes for version 0.6.31:

- new skill: Place Caltrops 2. Range 1-2, tosses a row of caltrops onto the battlefield. Doesn't end the turn.

- Architects now learn Place Caltrops 2.

- changed Jump's after-attack behavior from Can Move to Use Once.

- Mantis Knights now gain the ability to continue acting after using the Halberd skill.

- when a Mantis Knight uses Lance, it now blocks access to Halberd for the rest of the turn (since Halberd is just an alternate version of Lance)--and vice versa.

- in Psy Clash, you can now pay 2 energy to draw another card once per turn.

- in Psy Clash, abilities can no longer bring an opponent below -1 energy. (Previously, the lower bound for player energy was -6.)

- in Psy Clash, the game now tells you how many cards your opponent has in their hand at any given time.

- added a copy of Gasul to the player's starting deck in Psy Clash.

- fixed: in Psy Clash, certain minions could block the minions behind them from being clicked.

- fixed: in Psy Clash, the Gasul's sprite did not display correctly.

- fixed a typo in Manbir Raksha's dialogue when reporting findings to him.


- rebalanced laboring to make it less effective as a substitute for fighting in the arena (particularly since there are multiple other options on the jobs board now). The energy cost to labor is now 50% instead of 30%. Pay now scales more slowly with a character's base strength--and past base strength 10, those earnings scale begin to scale much more slowly.

- cave exploration now takes characters 2 days instead of 3.

- painted new human male hairstyle: balding.

- painted new human male hairstyle: long and curly.

- painted new human male hairstyle: neck-length and wavy.

- fixed: dacoit pyrokineticists of level 5 or higher had an invalid skill because they were using the deprecated name "Melt" instead of Defrost.


- the game now keeps an internal log of the activities, events, and battles that occur each day!

- the architect now gets +1 range on Build Wood Barricade 2.

- megaliths now get +6 energy and learn Hold.

- increased the maximum range on Create Fire and Create Ice from 2 to 3.

- new script action: AddDayLog. Creates a log entry memorializing an activity, event, or battle occurring that day. Three parameters: log entry category, log entry body, and (optional) number of days passed (in case you want the log entry to reflect an occurrence on a day other than the current one).

- fixed: on certain occasions, the game could throw a key-not-found error when silently promoting an enemy in the arena, causing the game to freeze.

- fixed: the deck viewer would throw a range error and refuse to open if the player had more than 40 cards.

- fixed: page-flipping buttons in the deck viewer hadn't been connected to the function that updates the cards.

- fixed: the promoted bronze golem's stomp animation wouldn't play on accompanying skills if they weren't facing downwards.

- fixed: the game would display novice battle primers instead of weapon repair kits during the item sale event if weapon repair kits were the items chosen to be on sale.

- fixed: a hotfix from the last week had caused the Babble script action to stop working on dialogue tree branches past 0.

- fixed: sometimes, Psy Clash AI opponents would take their turn before registering that they'd drawn a new card.

- fixed: there was no defeat scene set for the Save Grandpa, Strikebreaking, or Duel in the Streets event battles.


Changes for version 0.6.31a:

- fixed: there was a formatting mistake in the new script defining how much aura characters earn while laboring which caused the game to treat everyone as possessing a base strength of 0.

Changes for version 0.6.31b:

- fixed: the Drain card in Psy Clash stated that minimum energy was -6 (when in fact minimum energy is now -1).


- decreased damage scaling on Trueshaft from 190% to 170% of strength.

- increased the maximum range on the Photokineticist's Decoy skill to 3.

- decoys now have a tag that causes the AI to treat them as attack targets on par with other characters.

- AI fix: the game was not recognizing chasm tiles as instant-death spaces when calculating the value of knocking enemies in (and the danger of parking a character on top of them), leading to situations where the AI--one its highest settings--would nonetheless choose moves that damage a character in lieu of simply offing them.

- fixed: upon promotion, the game was overwriting the levels for any existing character skill progression, resulting in the character learning all remaining skills at once.


- the bowmen in Battle in the Northern Stepwell will now all become aggressive once the player moves into the northern third of the map.

- fixed: completing Battle in the Northern Stepwell without talking to the bound character would result in that character remaining immobilized and heavy in perpetuity.

- AI fix: characters who were both immobilized and drowning in water or lava would nonetheless use items and skills.