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Together in Battle Dev Log

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

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CraigStern

#780
- received new Palace Gardens cutscene background (necessary for the next main plot scene).

- hand-painted new animated banners to replace the janky procedural ones from Blender.

- implemented the new banners in the game!

- fixed: the adult female Dese civilian's right-facing walk animation had been overwritten with an up-facing walk animation in the sprite sheet.

- fixed: one of the wall chunks in the recruitment duel fight had become rotated incorrectly.

- fixed: the player would be locked out from visiting the jobs board if no characters were available on the team, preventing the player from participating in card tournaments.

CraigStern

#781
- new unique arena event that can occur in Tiger League: "Powerbot 5000."

- new skill: Shockwave. Deals Crush damage to every unit adjacent and immediately diagonal, with a chance of stunning.

- new visual effect: Shockwave.

- promoted Gasuls now have their own distinct post-promotion spriteset! (The Bonebreaker/Cripple/Stunner animation needs a bit more work, but otherwise it's all in.)

- fixed: it was possible for winnings to go into the negatives with enough stalling in any given arena fight.

- fixed: when playing with gamepad, it was possible for the game to become "stuck" at the conclusion of evening camp activities.

- the SetWinAura script action now supports multiple operations in one call, delimited by commas.

- fixed: golems created in the character creator were not receiving the golem voice set for their babble sounds.

CraigStern

#782
- reduced the dodge gain upon promoting a barudit to Wyrm to make Drake stand out a bit more as an option.

- the game now creates a day log each time a character dies or fully recovers from their wounds.

- added shoulder button support to the calendar screen when playing with a gamepad; the shoulder buttons now automatically switch the currently displayed month.

- fixed: when playing with gamepad and using the reserve supplies screen during deployment in battle, the game would inappropriately shift gamepad cursor focus to the battlefield when hitting "B" to back out of an individual character inventory.

- fixed: when playing with gamepad, visiting the jobs board would cause the gamepad cursor to jump up to the calendar button at the top of the screen.

- fixed: when playing with gamepad, the "B" button would not exit out of the calendar screen.

- fixed: when playing with gamepad, the UI arrows were no longer appearing in their intended spots on buttons within the reserve supplies screen during deployment in battle.

- fixed: gamepad support for the promotion screen was missing during non-combat scenes.

- fixed: it was possible for character tooltips to pop up over the top of the promotion screen when a character promoted in battle when playing with the gamepad.

CraigStern

#783
- fixed for version 0.6.40a: the game was saving "was wounded" day logs for arena opponents and other characters not controlled by the player.


Changes for version 0.6.40b:

- version 0.6.40b: implemented the finished Bonebreaker animation for promoted gasul!

- version 0.6.40b: boosted the mental resistance debuff on Terror from 150% of the user's Psy to 180%.

- version 0.6.40b: added an explicit "Doesn't end the turn" to the end of Aim's skill description.

- version 0.6.40b: added "Requires light armor mastery" to the description for Fur-lined Cloak.

- fixed in version 0.6.40b: the pop-up confirmation windows for custom menu buttons were missing gamepad support.

- fixed in version 0.6.40b: when playing in gamepad mode, the game was pulling focus away from the confirmation window for auto-equipping newly grabbed equipment, essentially freezing the game.

- fixed in version 0.6.40b: when playing in gamepad mode, the recruitment tutorial was not receiving gamepad focus when first entering recruitment..

- fixed in version 0.6.40b: the recruitment tutorial was returning focus to the recruitment interface prematurely.

- fixed in version 0.6.40b: spriggats could generate with an "I'm something of a spriggat myself" greeting response line when talking about character classes.


Changes for version 0.6.40c:

- fixed in version 0.6.40c: when spawning unique proc gen units in battle via a script, the game could produce units with no gender information and throw a range error upon reaching the name generation step.

CraigStern

#784
Gave artist feedback, began writing the next plot cutscene.

Changes for version 0.6.50:

- the auto-objectives screen no longer appears until after any turn 0 dialogue occurring after the dismissal of the turn box.

- fixed: if a map had BeforeTurn dialogue marked as repeatable, the auto-objectives screen could cause it to re-trigger after the objectives faded, trapping the player in a loop.

- fixed: text overlays could appear beneath the auto-objectives screen.

- fixed: the space selector was inappropriately snapping to bridges and other objects that lay flat when mousing above them, as though they were characters with height.

CraigStern

- fixed: the Mantis Rider card art was not loading correctly in Psy Clash.

CraigStern

#786
- fixed: if a character did not have a stat listed among their growths and they gained a trait altering growth for that stat, the game would ignore the growth boost entirely instead of adding that stat to the unit's growths for modification.

- fixed: the character generator was not interpreting traits with multi-operation growth effects and base stat effects correctly, causing the Sharp-Eyed trait not to work as intended.

- fixed: when selecting Restart Battle, the actions bar would reappear while fading out the scene.

- fixed: if a text overlay was onscreen when selecting Restart Battle, it would reappear while fading out the scene.

CraigStern

#787
- a much-requested feature is now in-game: during battle, you can now hit the 'Q' key to have the game auto-display every tile that can be reached and/or attacked by at least one enemy!

- worked on the character creation interface.

CraigStern

#788
- wrote a new investigation cutscene where the player trails Malatose.

- added two new cutscene backgrounds to the game: Dese Palace Garden and Dese Palace Study.

- added the Overheat, Lava Burn, and Crowd Booing Muffled sound effects to the assets list for use in the campaign creator.

- added the Cut, Place Caltrops 2, Place Brazier, Levitate Other, and Shockwave skill button graphics to the assets list for use in the campaign creator.

CraigStern

- fixed: targeting an ally with a skill that does no damage and causes a negative status effect to which they are immune (e.g. targeting a non-flying ally with Gravity Spike) would provoke a friendly-fire reaction despite having no effect.

CraigStern

- added a dark outline around danger tiles so they remain visible over lava.

CraigStern

- fixed missing spaces in certain variants of the cavosphere activity narration.

CraigStern

- in gamepad mode, when pressing the Y button on a space empty of any units, the game will now display move-and-attack range for all enemies on the map.

- fixed: when auto-showing the shop tutorial, the tutorial wasn't pulling focus for the gamepad cursor.

CraigStern

#793
- increased the rate of enemy level scaling a bit for the merchant side quest battles.

- fixed: switching to gamepad controls mid-game (as opposed to doing so on the title screen) would not disable the mouse.

- fixed: characters could use self-move skills like Charge while immobilized.

CraigStern

- worked on a new cutscene with Dayaan.

- fixed: the description text for laboring was out of date, stating that laboring takes only 30% of a character's remaining energy rather than the 50% it now takes.