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Together in Battle Dev Log

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

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CraigStern

#870
- wrote a new investigation scene!

- wrote a unique background line for lawyers.

- skills with the premise of applying multiple hits (e.g. Double Strike) can now apply status effects from ModSkillSFX multiple times per attack. Double Strike, for instance, now applies each such tag twice when the skill is used.

- fixed: bonus damage text in skill tooltips wasn't accounting for the multiple-hit property of attacks.

- fixed: bonus fire damage and burning status effect were not being applied to Thrust for the unique sword Jwalaa.

- fixed: within the campaign creation suite's character creator, equipping a character with weapons, armor, or other items that apply tags would cause the game to save those tags as inherent to the character.

CraigStern

#871
- received, integrated new cutscene background: Barracks_Dese.

- wrote a unique background line for sailors.

CraigStern

#872
- wrote a unique background line for blacksmiths.

- new skill: Nimble Stance. Grants +20% Dodge, +1 Reflexes, and +1 Counterattacks until the user's next turn.

- new item: Don't Make the First Move. Learns the skill Nimble Stance.

- new item: The Self-Sustaining Mentalist. Learns to counterattack with Feedback.

- new item: The Avenging Arbalist. Learns to counterattack with Crossbow.

- Gust with Gusto! Learns to keep acting after using Kinetic Gust.

- Douse now deals a flat 50 damage to Fire, typically extinguishing it outright.

- fixed: the Damage skill tag would not actually cause a skill to damage the target if the skill did not affect Health.

- new script action: LearnCounterAttack. Causes a character to learn to counterattack with a new skill; if the character's base counter limit is 0, it becomes 1. Two parameters: character name, skill name.

CraigStern

#873
- the engine now supports camp activity narrations that require custom integer or string values to match (or to not match) before they can be chosen.

- characters will now sometimes discuss events currently occurring in the game's plot during idle chatter in camp. Wrote 17 new talk narration lines for this purpose.

- if no one cleans, the likelihood of camp becoming messy now varies with difficulty: it remains 50% on Brutal, but it is now only 40% on Challenging or Challenging+ and 33% on Relaxed.

- fixed: characters could gossip about other teams or their odds of winning the tournament even after the championship match had already concluded.

- fixed: a camp talk narration for characters with an unrequited crush had incorrect romance value requirements, ensuring that it would almost never be selected.

CraigStern

#874
- moods can now exclude specific camp activities, not just restrict the character to a set list of them.

- the Happy and HappyAbout moods now foreclose characters choosing negative camp activities while they remain in effect.

- the character letter event now imparts a weak, short-lived mood.

- replaced the word "aura" with the symbol for aura wherever it appears in the UI (with the exception of the info bar tooltip for the aura symbol, of course).

CraigStern

#875
- wrote a unique background line for professors.

- wrote a unique background line for bounty hunters.

- wrote the cutscene portion of the print shop investigation event.

CraigStern

#876
- began designing the print shop battle.

- the Capture Char victory condition now supports an optional Health Threshold parameter--you can now specify how large a proportion of their maximum health the target must be at or below to be captured. (The default value is still 0.5, or 50%.)

CraigStern

#877
- began actually creating the battle in the print shop.

- new AI behavior supported: linear paths. A character can now be scripted to follow a linear path to its conclusion without looping (as with the existing "patrol" behavior).

- fixed: character familiarity comparison was being calculated incorrectly for purposes of swapping roles during the Talk activity.

- fixed incorrectly formatted dialogue when refusing to let a character leave during the Sick Parent event.

- fixed potentially awkward wording of a dialogue variant in one of the branches of the Ally Gift event.

- fixed: dialogue responses to the arena manager during the second scheduled league match of Snow Leopard and Tiger leagues were incorrect.

- fixed: the default character approach lines for floating and non-floating characters were erroneously sharing an ID, potentially leading the engine to confuse them.

- new optional parameter for AddPortrait: force skin palette. Allows you to dynamically set the skin palette for generic portraits that support skin palette swapping.

- new unit tag: Path. Like Patrol, but non-cycling. When the tagged unit reaches the final destination in the sequence, the Path tag is automatically removed.

- improved map editor UI behavior: when opening the edit unit properties window, unit tooltips now vanish and cannot pop up again until the window is closed.

CraigStern

#878
- finished creating the battle in the print shop!

- UI improvement: character tooltips in battle now show the character's current base dodge chance (accounting for status effects, terrain effects, etc.)

- AI feature: AI controlled units can now be forced to use Create skills via SkillPreference tags.

- if a character becomes stunned, frozen, or enthralled, any holds they may have on the battlefield are now cleared.

- halved the value that the AI attaches to Preempting and Move Bonus status so it spams skills granting it these statuses less.

- fixed: processing of localized UI text was preventing SPRITE[] special characters from working properly in such text.

- fixed: in battles with more than 8 AI-controlled characters in an army, if the first unit to move used a non-turn-ending skill such as Sprint, the AI would skip over the rest of that character's turn.

- fixed: objects could sometimes not be shoved or thrown when atop rugs or other floor objects, as the game could mistakenly treat the rug as the top object on the space.

- fixed: when shoving an object across a rug or other treat-as-floor object, as the game would mistakenly treat the rug as a collidable object blocking the knockback from occurring.

- fixed: Place Timed Charges had ceased to point to the correct script to actually light the charges on fire.

- fixed: Place Timed Charges was missing an animation attribute for the character using it.

CraigStern

- new character expletive added: "Son of a mustebeast"

CraigStern

#880
- fixed in version 0.9.00a: upon changing the class of a character from before the update, the game would throw a null error when attempting to add to the character's class history, as such characters had no class history list to add to.

- fixed in version 0.9.00a: after the update, characters sent away to the trainer had ceased returning due to a scripting oversight.

- fixed in version 0.9.00a: upon changing a character's class, the game would count both starting skills inherent to the character due to their personality or background and starting skills the character already knew (and which were therefore properly culled from their skill progression, e.g. Mind Blast) toward the number of starting skills to learn, resulting in characters almost always being prodigies and immediately learning advanced skills the second they class-switched.

CraigStern

- fixed in version 0.9.00b: somehow, the file for Battle in the Northern Stepwell had gotten deleted, causing the game to stop progressing whenever this fight was triggered.

- fixed in version 0.9.00b: the direct address to the player immediately upon choosing to engage in the Battle in the Northern Stepwell referenced the wrong character.

- fixed in version 0.9.00b: when moving an enthralled enemy into fire or non-player-created trap, the game would inappropriately flash a "you are about to move a character into one of your own traps" warning. Proceeding would then cause the game to behave strangely, acting as though the enemy was on a different space.

CraigStern

Changes for version 0.9.20:

- new unit tag supported: ModItemSFX. The tagged character gets a specific status effect whenever they use an item of the named type.

- new physical trait: Mango Allergy. Gains Sick status upon eating mangos.

- new physical trait: Sugar Fiend. Gains Move Bonus status upon eating Cake, Cookies, or Pie.

CraigStern

#883
- changed Mango Allergy to Fruit Allergy, made it apply to apples as well.

- you can now back out of the recruiter without losing a time point if you click it by mistake.

- reworked the puddle pixel art a bit (reduced their size so they don't visibly hang over the edge of elevated terrain, improved the animation for them).

- fixed: when generating a spriggat without a proper spriggat class name, the game could throw a null error upon attempting to update the spriggat's portrait palette.