News:

Welcome to the new Sinister Design forums!

Main Menu

Together in Battle Dev Log

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

Previous topic - Next topic

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.

- added little extra blurbs to the ending based on the player's final choice.

- fixed: if payday occurred on the same night as a scheduled evening plot event but the player didn't make payroll, it would cause the game to skip over the evening event in favor of having their characters react to not getting paid, potentially locking the player out of continuing the main investigation.

- 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.

CraigStern

#1007
- when playing with manual saving enabled, you can now access the save menu on the calendar screen at the beginning of each day.

- proc gen barudit now have a 1-in-3 chance to spawn with a weighted net in their inventory.

- wrote a few more loading screen tips.

- adjusted the AI somewhat in the final battle to ensure that the final boss doesn't recklessly move far out ahead of their minions.

- fixed: enemies in Battle with the Steel Bandits would continually attack their own furniture and castle walls to try to clear paths to the player.

- new tag added: Guard. The tagged character, when controlled by AI, will stay close to and try to protect a second, named character as if that character had a Protect Char condition attached to them.

CraigStern

- new script actions: IfAggroRun and IfAggroGoTo. If the named character is free of Passive, Immobile, and Inactive tags, then either run (a) script(s) or go to a specified dialogue branch.

- fixed: deleting an action on the second page of a dialogue branch's actions in the dialogue editor would inappropriately affect the corresponding action slot on the first page.

- fixed: the map editor could inappropriately register mouse clicks when using the dialogue editor as also affecting the tiles beneath the dialogue editor.

CraigStern

#1009
- fixed: an invisible raycast-blocking layer in the character inventory subwindow of the reserve supplies screen had not been adjusted to account for the window's reduced size as of version 1.0, meaning that players could not click the fourth row of reserve items or drag items into the reserve supplies in that area so long as the character inventory window was open beneath it.

- fixed: Grape Shot was not alerting the guards in the Blacksmith Rescue map.

CraigStern

#1010
- increased the minimum healthy roster size for the smuggler's den event to activate from 6 to 8.

- added a bit of extra text to the objectives screen in Battle in the Smuggler's Den to reiterate that this is a battle where you're expected to retreat at the end.

- added a bit of extra text to the event narration in Battle in the Smuggler's Den to emphasize that the escape point is the exact same point your characters spent the first 8 rounds of the fight dropping in on.

- reduced the intensity of the point light over the escape point in Battle in the Smuggler's Den to make the objective reticle stand out more.

- in the Battle in the Smuggler's Den, when an enemy says "Ahaha, here we come! I hope you're ready to die," the game now explicitly tells the player that this means a whole lot of enemy reinforcements are about to flood into the cavern rather than letting them infer it from the dialogue.

- if a character says something that demands a response line of a type a character doesn't have, the game now attempts to generate one for the responding character on the fly.

- fixed: the game was never bringing up the objectives screen at the start of the Battle in the Smuggler's Den.

- fixed: when playing in roguelike mode, even though the restart battle button was grayed out, clicking it would still restart the battle.

- fixed: the army-wide danger zone function (a.k.a. the Q key) wasn't accounting for offensive knockback skills without baked-in damage (like Shove or Kinetic Gust) the way that simply clicking individual enemies was.

- fixed: when playing with gamepad, if a character wandered into a snare trap and became stunned, the character could still be rotated.

- fixed: when playing with gamepad, if character dialogue was initiated during camp, opening a different menu would cause the game to not return focus to the dialogue window afterward.

- fixed: when playing with gamepad, the gamepad would lose focus upon winning a game of Psy Clash.

CraigStern

#1011
Pushed the above early as version 1.0.10.

For the next update:

- created new clothing for male and female humans: Governor, Barbarian.

- the character screen now shows the specific number for a character's morale in lieu of a text description.

- fixed: eyedrops held by certain enemies in the final battle were misformatted.

CraigStern

#1012
- reformatted morale effect descriptions with symbols to replace most of the text.

- fleshed out the explanation of morale contained in the game's glossary.

- tweaked the changes the game makes to the witness protection battle on Brutal difficulty. (The witness now retains his medicated bandages rather than being swapped to regular ones, and one of the enemies for the later stages of the battle is buffed instead.)

- fixed: skills that swap positions (such as Twirl and Trade) could change the facing direction of the unit swapped with.

- fixed: due to an incorrectly set default army palette color in the character sprite shader, the lightest shade of secondary army colors (light red) was not being palette swapped properly for sprites in the new palette-swapping system.

- fixed: the game was inappropriately using forward slashes appearing within generated dialogue noting the ends of formatting tags (such as [/b], [/i], and [/CAP]) as delimiters if they appeared within a block of alternate phrases, cutting off the relevant portion of dialogue.

- fixed: adding actions to scripts in the dialogue editor had been broken by a different bug fix.

- fixed: when flushing the actions queue for actions stuck behind a Wait command, the game would run subsequent Wait-type commands normally, sticking some of the actions to auto-execute behind a second Wait behavior and failing to execute them as intended.

- fixed: ending a dialogue (whether by script action or otherwise) was not auto-executing remaining script actions stuck behind a Wait command.

- fixed: switching a cutscene's narration frame (whether by script action or otherwise) was not auto-executing remaining script actions stuck behind a Wait command.

- added villagers to the list of universally available default units for custom campaigns.

Pushed the above (except for the new clothing) as hotfix version 1.0.10a.

For the next update:

- spirits now have their own distinct group practice narration.

- fixed: spirits would participate in group practice and lose morale.