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Together in Battle Dev Log

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

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CraigStern

#825
- updated to a newer version of Unity.

- reduced frame drops that had started occurring during combat zoom-in and zoom-out.

- fixed: gamepad cursors were misaligned to buttons in the new turn box and the actions bar.

- fixed: the game had begun triggering visual and audio cues for characters dropping into chasms when merely moving onto bridges above (or, in the case of flying units, flying onto) chasm tiles.

- fixed: a null error was preventing the cutscene editor from working properly.

CraigStern

I've had some trouble getting work done this past week due to a confluence of (a) my day job being extremely busy and (b) having to handle logistics for my wedding happening at the end of the month. Still, I'm trying to get some things done!

- fixed: it was possible for the game to select a heatwave event upon returning to camp in the evening, which would throw an error and cause the game to skip the evening's events.

- fixed: a bunch of character interests were missing from the "ally gift" event.

- fixed: when generating a unique named knife for the "family weapon" event, the game would assign the wrong image name, causing the weapon to display no image in inventory screens.

CraigStern

#827
- generic unit portraits now shift skin and hair color to match their sprites.

- fixed: the game was triggering an event where the player receives a letter from Manbir about Malatose much too early.

- fixed: if you recruited the enemy kineticist during the Monkey League Qualifier, they retained a script ID tag that could cause the game to inappropriately make them deliver lines intended for enemies during subsequent battles.

CraigStern

- wrote a cutscene for the interrogation of Wailling.

CraigStern

#829
- wrote new, disgusted "fantasize" camp activity narrations for characters with a romance stat of 0 or lower for the target of their fantasizing.

- fixed: if a character got the random "romantic crush" event in camp, then lost their romantic feelings for their crush before they could fantasize about them (e.g. via the crush turning them down for a date or saying something unkind to them), the game would fail to find any valid "fantasize" narration in camp when giving the fantasizing character free rein, thereby freezing the game.

- fixed: if a character asked another character out on a date, the game could leave a forced "fantasize" camp activity tag on the character despite removing the associated camp activity from their "free rein" activity list.

CraigStern

- wrote a bunch of new reaction lines for when characters are told something sad by another character during camp dialogue.

CraigStern

#831
- both proc gen and custom characters are now assigned a sad info response line when they are created.

- certain background lines now provoke a sad info response rather than the default info response. (If the respondent is a character from an older version who lacks the sad response variant, they'll just respond with a normal response line.)

- fixed: custom variables and other special characters within map objectives were not being processed during auto-displaying of objectives at the start of a battle.

- fixed: certain response lines incorporating a character's non-verbal tic where getting the entire line replaced with just the tic narration.

- fixed: when loading a previously created custom character in the custom character creator, the game was not loading tooltip data for the personality and physical trait pickers.

- fixed: tooltips for personality and physical attributes could appear below the portrait pickers in the character creation screen.

CraigStern

- fixed: many day logs for investigatory visits to the palace were being cut off.

CraigStern

- wrote new nickname response lines for imaginative, jokester, arrogant, serious, disciplined, sensitive, and vindictive characters,

CraigStern

#834
- wrote new nickname response lines for compulsive and empirical characters.

- wrote a new talk narration for narcissistic characters.

- fixed: as of the last Unity version update, objects assigned to a player army (e.g. the statute in Defend the Idol) were using a material containing the wrong render order, leading to them always appearing behind characters even when they should have appeared in front of them.

- fixed: in rare circumstances, the game could still fail to display the counterattack sprite when displaying reasons why a character wants a piece of equipment.

CraigStern

- cleaned up the interrogation of Wailling scene.

- fixed: if they hadn't been triggered beforehand, Ishita Svaamee's buyout offer events would remain in the random event hopper even after the championship.

CraigStern

#836
- if the game detects a plural in the Relationship parameter for an NPC attribute special character in dialogue, and the Attribute Type is a special character pronoun, the game will now supply the appropriate they/them plural pronoun.

- fixed: a change in the last update broke the NPC attribute special character in dialogue, causing NPC pronouns in proc gen character dialogue (particularly background lines concerning family members) to simply not appear.

- fixed: the Trailing Malatose event could be triggered repeatedly.

CraigStern

- wrote a new investigation scene with Malatose.

CraigStern

- fixed: certain response lines incorporating a character's specific laugh were getting the entire line replaced with just the laugh description.

- fixed: the campaign creation suite was not loading campaign-specific custom character classes upon loading up a campaign for editing.

CraigStern

#839
Changes for version 0.7.90:

- scheduled league matches now award the player extra money when they win; the further up the ranks the player rises in a given league, the more the prize increases (+45 aura per scheduled match won in Monkey League; +60 aura per scheduled match won in Gharial League; +75 aura per scheduled match won in Snow Leopard League; and +100 aura per scheduled match won in Tiger League.)