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Together in Battle Dev Log

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

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CraigStern

#1035
  • replaced all remaining instances of int.Parse() in script action methods with int.TryParse().
  • fixed: starting a new run on New Game Plus did not clear the old run's day logs on the calendar screen.
  • fixed: hitting the Escape key during recruitment could cause the cutscene frame to advance instead of simply behaving like a click on the 'Exit' button.
  • fixed: due to a formatting mistake in the scripting for the Marriage Proposal event, the game was failing to weed out potential proposers who were already engaged to be married.
  • fixed: part of the check to ensure thief attacks wouldn't occur when too many characters were wounded had a formatting error, preventing it from working as well as intended.

CraigStern

#1036
  • you can now mod new classes into the main campaign! The game will now check the Mods/_Common folder for XML files containing "Classes" in their filenames at run time, then load those alongside the game's existing classes. (Note: playing with modded classes will disable achievements for that playthrough going forward.)
  • characters in the army overview screen can now be sorted by clicking the icon at the top of each column of stats: by level, morale, health, energy, appetite, and salary. (Sorting by level will not just sort by visible level, but will take into account hidden levels that have been folded into a character's progression from promoting or switching classes.)
  • fixed: alt-Tabbing out of the game was causing Unity to fail to register the release of keyboard keys (most notably, Alt and Tab); this, in turn, was causing mousewheel functionality to lock up upon returning to the game, preventing mousewheel camera zoom from working.
  • fixed: with the addition of new, more granular custom character recruitment chance parameters to the ShowRecruits script action, the parameters for golem recruitment during the mechanic random event were no longer matching up, causing the game to display a reccommended minimum recruitment of 100.
  • fixed: during the battle in the dissident's den, it was possible to draw axefighters out of the barracks, engage in combat with them, and only later get dialogue of alarm from other axefighters upon stepping inside the barracks even though everyone had already been aggro'd.
  • dialogue triggers that take a character name as a parameter will now accept a new special character
    GROUP[X]for that parameter. Any character in AggroGroup X (where "X" is the number of the AggroGroup) will suffice to trigger the dialogue.

CraigStern

#1037
  • the army overview screen now has page selection buttons for those few players who recruit more than 18 characters.
  • throwing knives now appear in the shop after advancing sufficiently far through the leagues.
  • reconfigured the stats of random equipment drops in battle from their Telepath Tactics defaults to better match the values of comparable proc gen equipment in Together in Battle.
  • two new skills: Create Ice Wall and Create Fire Wall.
  • new, third promotion option for cryokineticists: Cryostructor. Gets +1 range and -1 cost on Create Ice, learns Create Ice Wall.
  • new, third promotion option for pyrokineticists: Pyrostructor. Gets +1 range and -1 cost on Create Fire, learns Create Fire Wall.
  • fixed: the number of tents to keep on the battlefield was being calculated incorrectly in the thief attack battles.
  • fixed: on Relaxed difficulty, a random piece of rug would removed in the witness protection battle.

CraigStern

#1038
  • you can now manage supplies when you're on the main town screen in Kalkerapur.
  • characters can now use items when you're on the main town screen in Kalkerapur.
  • increased casters' base starting slash resistance from -20% to -10%, making them just a bit less squishy.
  • capped the max deployment in the first battle with bandits at 6.
  • capped the max deployment in the battle with the steel bandits at 8.
  • the beggar event will no longer occur unless you have at least one character who is Kind or one character who is Pessimistic.
  • wrote new, unique background dialogue for characters who come from Ploutos.
  • fixed: cosmetic bridges beneath the current terrain tile could render adjacent spaces untargetable with melee attacks for non-flying characters if the elevation difference between the bridge and the adjacent spaces was too large.
  • fixed: characters would treat unbreakable weapons as close to breaking for purposes of deciding whether to say that they want a backup weapon in the shop.
  • fixed: the game was not retrieving the momdad NPC attribute, causing character dialogue about how an adoptive parent was their real mom or real dad to appear with gaps.