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Together in Battle Dev Log

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

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CraigStern

- the AI now takes into account whether a target is frozen, blinded, or immobilized when deciding whether to mind control them.

- fixed: upon clicking a skill, then opening the character screen and unequipping the item which grants the use of that skill, the skill's red attack tiles would remain present and clickable on the battlefield.

CraigStern

#796
- you can now hold down the alt key to see every character's health bar onscreen at once.

- when defeated in battle, a button to call up the main menu now appears in the bottom-right of the screen so you can double-check objectives, restart the entire battle, or go to the title screen.

- fixed: when using Charge against a target, ending the charge on caltrops, and killing the target, the target wouldn't get knocked back and the combat sequence wouldn't conclude, causing the game to freeze.

seedship

Quote from: CraigStern on June 21, 2024, 01:05:07 PM- new skill: Shockwave. Deals Crush damage to every unit adjacent and immediately diagonal, with a chance of stunning.

- new visual effect: Shockwave.

General Tastidian?? 👀

CraigStern

#798
- finished the next two palace intrigue cutscenes.

- fixed: a handful of random event day logs could be truncated due to a formatting mistake.

- fixed: on maps with more deployment slots than allowable deployed characters, players could bypass maximum deployment restrictions merely by deploying every one of their available characters.

CraigStern

#799
Reached out to an artist to redo character sprites to support dynamic palette swapping of skin color and hair color.

- cleaned up assassin walk animations a bit.

- fixed a couple of typos: one in the Festival of the Ascendant Lights narration, one in Malatose's dialogue during her first interrogation.

CraigStern

#800
Gave artist feedback on a new battle background; hired another artist to redo all general character sprites to support dynamic palette swapping of skin and hair color, now in progress!

Otherwise:

- added team size and average level warnings to the Investigate daytime action.

- increased the witness's durability a little bit in the witness protection battle.

- added support for terrain tiles with built-in status effects.

- fixed: Burning status was not being extinguished by a character being submerged in water.

- fixed: destroying a cosmetic bridge tile embedded in land via an explosive could result in a surviving unit standing on that space being "dropped" upward into the air and remaining there.

CraigStern

#801
Ran into a weird fatal error with one specific save file while testing; tried wiping the cache and reinstalling Unity entirely, but to no effect. Sent a report to Unity about it.

In the meantime:

- reduced the size of the game's cutscene backgrounds by about 4/5ths by lowering their resolution 50%.

- updated the project to a somewhat more recent version of Unity.

CraigStern

#802
- began laying the groundwork for skin tone and hair color swapping in human character sprites.

- cleaned up photokineticist walk animations a bit.

- fixed incorrect palette highlight coloration for pants in the photokineticist sprite.

- optimized the evening event-choosing process to avoid memory issues from excessive attempts to pick an event.

CraigStern

#803
- AI improvement: the game can now string together additional moves after Use Once skills, causing swordsmen in particular to take much more effective turns.

- fixed: when changing a custom string for the name of an army during a battle, the game would not update the army's name in the new turn window.

- fixed: the day log summary for characters getting wounded was missing a period.

- fixed: due to a scripting error, a flag allowing the player to follow Malatose one week following her second interrogation was never set.

- AI fix: the game was double-counting impact damage against a target when the target was shoved into another character even when the character they were being shoved into was an ally of the attacker.

CraigStern

- worked on the character creator logic and UI design.

CraigStern

#805
- fixed: you could softlock the game by blocking a character from moving at all during scripted movement.

- fixed: a character spawning onto the battlefield on top of a trap would not trigger the trap.

- fixed: if a character started its turn on a pressure trigger space, the game would ignore pressure triggers on the first adjacent space the character moved to.

- fixed: when killing an enemy by shoving an ally into them, if the enemy had a counterattack available, the enemy could sometimes counterattack the character who was shoved into them even though they had taken lethal damage.

CraigStern

#806
- fixed: positive physical traits imbued by a character's life skills would not exclude the opposite, negative trait from being selected during character creation (potentially leading to characters with, e.g., both muscular and skinny traits at once).


Changes for version 0.7.00:

- further increased the likelihood that characters will choose to interact with other characters with whom they are already friends or lovers.

CraigStern

#807
- added a tutorial explaining how to check enemy ranges.

- the game now creates a directory for mods when it is first run.

- worked on the character creator some more! It is now possible to create a custom character with their own name, species, gender, class, portrait, sexual preference, and stat growths.

CraigStern

#808
- the custom character creator now saves completed custom characters to a file for later use.

- the game now checks for custom characters whenever the recruitment screen comes up; if it finds any, there is an 80% chance that the game will pull one to appear among the proc gen characters.

CraigStern

#809
- custom characters now have personality and physical traits hand-assigned as part of their creation process (rather than having them assigned at random).

- custom character inventory is now dynamically generated when they appear in recruitment rather than upon their initial creation so their load-out can reflect the materials and equipment quality levels available at that moment in the run.

- added dynamic mouseover descriptions to the pickers for species, class, personality, and physical traits in the custom character creator.