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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 game now tracks if you lost the last qualifier match and, if it finds that you did, won't grant the victory bonus for repeat scheduled league matches prior to re-attempting the qualifier (so as to avoid a situation where losing is economically optimal).

CraigStern

#841
- when initiating the first late-night thief attack event, the game now checks to make sure you have at least 6 characters available with health of 10 or more; if you don't, it aborts the event.

- when initiating the second late-night thief attack event, the game now checks to make sure you have at least 8 characters available with health of 10 or more; if you don't, it aborts the event.

- increased the minimum available characters necessary for the smuggler's den event to occur from 5 to 6.

- added a loading screen tooltip about surrendering arena fights.

- created a turquoise variant of the in-game rug object.

CraigStern

- late-night battle events (currently, Thief Attack and Thief Attack 2) will no longer occur if both (1) a battle event already occurred earlier in the evening, and (2) a scheduled league match either occurred earlier in the day or will occur the following day. (Three forced fights in a row is simply too much to put on the player.)

- when counting the characters available for the smuggler's den or thief attack events, the game now only counts characters who have at least 50% of their health and 25% of their energy.

- fixed: localized text for participation aura awarded after losing an arena match had a spacing error.

CraigStern

- added a dialogue choice during the interrogation of Prince Ajit wherein the player considers attempting a scan.

- began writing the summer palace investigation scene.

CraigStern

#844
- fixed: if a character had less than 40% health left, they would always rest instead of performing a forced camp activity (including activities they were ordered to perform via a one-on-one).

- fixed: when surrendering a match while still in deployment, the deployment window would remain onscreen and obscure the defeat screen, as well as any OnVictory dialogue triggered by the surrender.

- fixed: when surrendering a match while playing with a gamepad, the game would inappropriately switch gamepad focus from the defeat window back to the battlefield.

- fixed: when surrendering a regular arena match prior to reaching Monkey league, the game would show a little dialogue box that reads "Defeated..." prior to showing the actual defeat screen.

- fixed: the bodies on generic portraits were getting base scale variations not matched by the hair layer.

CraigStern

#845
- during caravan battles, the game now dynamically adjusts the number of AI-controlled ally guards on the battlefield based on how many characters you're fielding, making it much less risky to send only two characters.

- made some tweaks to the "numerous" condition in caravan guard battles to make it less likely to generate scenarios where the player is quickly overwhelmed by enemies.

- fixed: attacking a target tagged with Pursue would cause the game to remove Passive tags from the target as intended, but not Immobile or Inactive tags; the game would remove Immobile and Inactive tags from the attacker instead.

- fixed: characters created via script actions at the start of a battle could spawn on top of deployment tiles.

- fixed a graphical blemish in the generic female swordsman portraits.

- new script actions: HighestStatUnitsToList and LowestStatUnitsToList. Gets the characters in the specified army or roster tied for the highest or lowest value in the specified stat, then adds their name to a custom list. Parameters: list name, roster or army number, and stat name.

- the SpawnUnit, GenerateUnit, and GenerateUnique script actions now accept integer ranges for their x coordinate and y coordinate parameters, letting you randomize character spawning within a defined area.

CraigStern

#846
- wrote the summer palace investigation scene.

- new sound effect: Drawer.

- fixed: documentation for the NextFrame action was missing from the campaign editor guide.

- fixed a scripting error in the revenge quest battle impacting the team morale penalty for attacking a civilian bystander.

CraigStern

Spent a bit of time commissioning new cutscene backgrounds and corresponding with the composer.

- polished up the summer palace investigation scene.

- did a bunch of writing and scripting for the summer palace escape battle.

- cleaned up the dialogue in the Finding Malatose cutscene a bit.

- fixed a typo in the Trailing Malatose cutscene narration.

- fixed a graphical blemish in the generic male swordsman portraits.

- fixed: opening and closing the battle menu during deployment would cause the game to inappropriately show the actions bar.

- fixed: when switching between multiple successive dialogue branches where the speaker is left blank, the game would begin to inappropriately play babble speech sound effects alongside the dialogue text.

CraigStern

#848
- when thieves are chosen as an arena fight's battle condition, the enemy team will now ignore chests.

- AI improvement: when an AI-controlled army is tasked with protecting a unit as part of their victory/loss conditions, the AI will now score moves which bring members of that army closer to the unit they must protect more highly (with the strength of the effect scaling off the defense weight for that army's AI profile).

- fixed: thieves in the arena had such an overwhelming preference for attacking chests that they would always choose to bust open another chest over simply grabbing loot from a chest that had already dropped.

- fixed: changing a unit's army color mid-battle would cause their hair and skin palette to reset to default values rather than their actual skin and hair color.

- fixed: hair and skin palettes for characters from older saves were not getting set based on their portrait values as intended.

- fixed: the team leader in the monkey league qualifier could prematurely move toward the center of the map to buff an ally.

CraigStern

#849
- created two new conspirator enemy types: Silent Serpent and Silent Rider.

- polished up the summer palace escape battle; added varying time limits based on the game's difficulty settings.

- during buyout offer events, Ishita will now specifically offer to buy out your highest-salary and lowest-level characters rather than choosing a character at random.

- new script actions: HighestStatUnitsInList and LowestStatUnitsInList. Pulls the characters from an existing list who are tied for the highest or lowest value in the specified stat, then adds their names to a new list. Parameters: existing list name, new list name, and stat name.

CraigStern

#850
- finished testing and balancing the summer palace escape battle.

- AI improvement: the AI now scores moves which bring characters closer to their allies somewhat more highly.

- AI improvement: the AI now weights the danger a space represents about half as strongly when scoring moves, making enemies less likely to simply run away.

- fixed: the game could freeze when checking for terrain properties after removing a character from the battlefield as part of OnReachingArea dialogue.

CraigStern

- the game now warns you if you try to go to the recruiter with your roster already full (18 characters).

- added a new scene with the recruiter if you get the bad ending.

CraigStern

#852
- AI improvement: character sensitivity to the danger a space represents now scales down proportionally based on much health they have left, with full-health characters factoring it in at roughly 1/10th the normal strength.

- wrote cutscenes for if the player is captured during the summer palace investigation.

- wrote a new, second bad ending.

- new achievement added: A darker fate.

- new sound effect added: Prison Door Close.

- new script action: ScalePortrait. Allows you to adjust the size of an existing character portrait at runtime. Two parameters: portrait name and scale. (By default, most portraits have a scale at or around 1.0.)

- fixed: the game would detect displayable dialogue and show the dialogue window despite detecting an immediate conversation-ender even if there was no speaker and no dialogue text, just so long as there existed a single reply with any characters in it at all.

CraigStern

#853
- added missing background family dialogue variants for characters raised by a mother and father who feel sad about one parent and angry at the other.

- fixed: custom spirits and golems would have an ongoing salary after being recruited.

- fixed: the game could trigger a heatwave during the day after the player visited someplace and then left without using a time point; or, conversely, could untrigger an existing heatwave in this same fashion.

- fixed: the game would not copy knockback timing values when cloning AttackInfo data.

- fixed: preemptive strikes were not working against Charge and other move-to-target attacks.

- fixed: text overlay messages about preemptive strikes were being cut off early by text overlay messages with the name of the preempting attack.



Changes for version 0.8.00:

- fixed: Ishita Svaamee's last name was misspelled in day logs memorializing the events where she appears.

CraigStern

#854
- you can now use and equip items during the summer palace investigation scene.

- the locked drawer in the summer palace can now be opened by having a character who either (a) possesses the Unlock Door skill (i.e. they have lockpicks equipped), or (b) has lockpicks in their inventory and lockpick mastery.

- UnitsToList now supports three new attribute types: Skill, Mastery, and Item. This allows you to grab (or exclude) characters based on whether they have a given skill, equipment mastery, or item in their inventory.

- spirits and golems are now generated with a tag that ensures they will never initiate a resignation conversation.

- when a spirit's morale is less than 0, it now automatically recovers by 1 point every evening that the spirit spends resting.

- fixed a scripting error in the summer palace investigation that caused the wrong speaker name to appear alongside dialogue about the locked drawer.