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Together in Battle Dev Log

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

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CraigStern

#975
- added more explanation about paradigm training to the trainer.

- added one more hobby line variant for hotheaded characters.

- fixed: the wording on Bowman and Crossbowman in Psy Clash inappropriately suggested that the player could choose to attack instead of damaging a minion.

- fixed: when defeated, the defeat box was showing the prize for winning instead of the consolation prize upon defeat.

- fixed: if you lost in the Monkey League qualifier, it was possible for the game to simply never let you retry it if you did pickup matches beforehand.

- fixed: if you lost in the Monkey League qualifier, the game would create a day log saying that you lost the Gharial League qualifier.

- fixed: when rescheduling a league qualifier match that the player had previously lost, the game was pulling the date of the earliest attempt rather than the new date for purposes of Gupt's dialogue.

- fixed: normal health increases from level-ups had increased from 2 to 3 along with the change to health proficiency bonuses.

- fixed: kineticist skills were dealing far less collision damage than intended.

- fixed: a small error in the game's algorithm for returning adjacent spaces on the battlefield meant that it would never acknowledge the existence of any space in the very topmost row of the battlefield as a valid space (for example, when generating deployment spots in proc gen battles).

- fixed: the game wasn't parsing the -HOBBYVERB- special character, used in exactly one variant of one hobby line.

- fixed: the depressive hobby line inappropriately references the character's miscellaneous like instead.

CraigStern

- the army overview screen now lets you see characters who are currently off on jobs, at the infirmary, etc.! Their rows will be grayed out and they will be marked "Absent," but they can still be inspected.

CraigStern

#977
- added more dialogue to make it really, really explicit that you shouldn't attack the group up on the stage at the start of the witness protection battle.

- gave Ansh a big boost to accuracy in the witness protection battle so his shield bash is more consistently effective.

- added extra safeguards to ensure that the game never clones a character when using Recruit-type script actions.

- added an Inspect Character reply option to the stat advice, sick parent, and family weapon events.

- the game now shows character Dodge stats in the tooltips during deployment.

- AI fix: the game was not penalizing moves which dealt collision damage to an enemy by smashing them up against an ally.

- fixed: proc gen recruits were being created without a load ID, allowing them to evade one of the game's core checks to prevent unintentional unit duplication.

- fixed: one of the Happy mood descriptors noticeably conflicted with one of the rest narration phrases.

CraigStern

- worked on a final variant for the free-roaming portion of cavern exploration: Riddle.

- wrote three different riddles that can appear.

- created new item graphics: scraps of paper.

CraigStern

#979
- brought the total possible riddles to 6.

- scripted the "solving the riddle" logic.

- other than the spirit, free-roaming cavern exploration conditions will no longer repeat over the course of any given playthrough.

- the monetary reward for solving the free-roaming section of cavern exploration now scales upward with total days passed in the campaign.

- new special character supported: STRLENGTH[]. Gets replaced with the number of characters within a named custom string's value. (For instance: if the custom string CharacterName is set to Bob, then STRLENGTH[CharacterName] will be replaced with the numeral 3.)

- the game now supports items that are readable books, letters, notes etc. When used, these items open the report screen and let the player read their contents.

- fixed: the game would not load more than one item with the same name even if they had different load IDs.

- fixed: the custom character creator was trying to load life background options when editing previously created golems and spirits, then throwing an error.

- fixed: the facial expression chooser in the custom character creator had begun to obscure the portrait, preventing the player from previewing these expressions.

CraigStern

- fixed: when quitting to the title screen while a voiceover is playing, the voiceover would continue.

CraigStern

#981
- punched up the design of some multiplayer maps from the TTL "Multiplayer" downloadable campaign for use in TIB (Little Lava Cave and Cone of Cold), as well as a new one (Doublebridge) with more elevation differences and opportunities for taking advantage of environmental hazards.

- fixed: in the custom character creator, clicking a button the change a golem's gender after choosing its class would wipe out subsequent selections even though a golem's gender cannot change.

CraigStern

#982
- balance tweak: engineer braziers now scale their health relative to the creator's strength at a dramatically lower rate than barricades do.

- fixed: when reloading a previously created custom character, the background selector would not default to showing the character's previously selected background.

- fixed: an incorrect delimiter was causing the game to deserialize custom character life backgrounds incorrectly.

Pushed all of the bug fixes from here back to April 11th as version 0.9.81.

CraigStern

- fixed: when using an item in the character screen during battle that didn't close the character screen, the game was not updating the character screen to reflect changes.

- fixed: the game was not loading Battle in the Print Shop correctly.

CraigStern

- fixed: due to a scripting oversight in the witness protection battle, enemies on the stage could immediately self-aggro the entire group by using a self-buffing ability like Awareness or Aim.

CraigStern

- fixed: Lead Ointment was not using its unique item graphic, and instead was sharing a graphic with Thermal Paste.

CraigStern

#986
Created the launch trailer!

- added icons to the buttons in the main menu on the title screen.

- swapped the order of the Custom Characters and Campaign Editor buttons in the main menu on the title screen.

- in combat, battle backgrounds can now be left-clicked to initiate drag-panning (or right-clicked to cancel character movement or skill target selection), the same as normal battle terrain.

- the demo now allows access to the campaign editor! However, the campaign editor limits the user to 5 scenes maximum in their campaigns while in the demo.

- fixed: the Book text sprite was misaligned.

- fixed: it was possible to screw up some of the game's logic tracking what in-game day it currently is by pressing the left or right arrow keys in the calendar screen.

- fixed: the game was not scheduling a new league match after players lost the Gharial, Snow Leopard, or Tiger League qualifier battles.

- fixed: certain day logs relating to character death or wound recovery were missing periods.

- fixed: the day log window within the calendar screen was using outdated arrow graphics.

CraigStern

#987
- the demo can now load custom campaigns! However, when playing any campaign other than the official demo campaign, the demo will kick the player back to the title screen after 5 consecutive scenes.

- fixed: certain personality-specific Recognition Response lines were miscategorized as regular Recognition lines.

- fixed: unadjusted growths were not being applied to characters created with the ShowCharCreator script action, resulting in the game throwing a null error when attempting to alter their growths.

- fixed: certain newer types of data tracked by the game weren't being reset upon starting a new campaign.

- fixed: the left- and right-facing female frost spriggat rest poses had rogue position attributes still attached from the earliest days of experimenting with animations in the engine.

- fixed: the up-facing female barudit sprite had a rogue position attribute still attached that caused female barudit to disappear into stairs when facing upwards.

- fixed: the male frost spriggat and female red spriggat walk animations had rogue position attributes still attached.

- fixed: in the reserve supplies screen, you could use the mouse wheel while a confirmation window was onscreen (e.g. asking if you'd like to auto-equip a character), and it would cause the text in the screen to no longer match the effect of confirming.

- fixed: when the game cloned character portrait data, it was failing to include accessories, meaning that in some situations (most notably during dialogue), character accessories failed to appear.

CraigStern

#988
- the most challenging conditions in caravan defense battles now can't appear until a certain number of weeks into the campaign.

- fixed: the gamepad cursor could appear misaligned to main menu buttons in the title screen.

- fixed: when playing with a gamepad during recruitment, the gamepad cursor could end up over elements on the left side of the screen even when those elements were not visible.

- fixed: when playing with a gamepad during cutscenes, the gamepad cursor could end up over the food and aura icons in the info bar even when the info bar was not visible.

CraigStern

- fixed: the next page button was not connected properly in the custom character browser.

- fixed: the page buttons when selecting units in dialogue were not working.