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Together in Battle Dev Log

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

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CraigStern

#1005
- new arena condition: Custom Character Enemy. One of your unrecruited custom characters shows up on the enemy team to fight you!

- at the Trainer, the cost to train a character's health at any given stat level now reduces relative to their current overall level. (For instance, a level 1 character with 24 Health will pay full price to train Health; but a level 20 character with 24 Health will pay significantly less.)

- the custom character creator now supports adding custom glasses, face masks, and hats to character portraits.

- adapted spirit bifocals and monocles for use in human portraits.

- created a new Unlock Door skill button graphic that makes it more obvious what the skill does at a glance, without having to read the tooltip.

- fixed a graphical issue with human nose 14.

- the map editor now allows direct, one-click placement of destructible objects onto other objects with a passability of "All" (e.g. puddles, rugs, and so on), so long as the object being placed doesn't also have a passability of All.

- new script action: SetValByAvgLvl. Gathers all of the characters in the specified roster (or, if in battle, the specified army) and uses it to set a custom Val variable. Parameters: variable name, operation type, and roster or army number.

- new script action: LoadBark. Like LoadConv, but instead it initiates a combat bark for a specified unit.

CraigStern

#1006
- added descriptions of all the game's status effects to the in-game glossary, cross-linked with entries to relevant stats and related status effects.

- wrote an eighth riddle for caverns.

- finished hooking up the new custom character portrait accessories buttons to the game's gamepad logic.

- fixed: the character creator in the campaign creation suite was not saving certain, newer character attributes (relevant in cases where they were edited by hand and the character was loaded back up into the editor).

- fixed: StripItemsFromUnit was causing a "key not found" error when used in battle and transferring items to reserve supplies for a roster that had not yet been established.