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Together in Battle Dev Log

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

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CraigStern

#1080
  • if a character gains a tag that alters the after-attack behavior of a skill (for example, making it so that using a certain skill no longer ends the turn), this is now reflected in the description for that skill in its mouseover tooltip for that character.
  • when a character equips a new weapon that grants a weapon skill, that weapon skill now appears all the way at the start of the skills list in the actions bar.

CraigStern

#1081
For the next update:

  • fixed in version 1.0.55a: unlearned skills and masteries with "Claw" as part of their name (e.g. Claw Mastery or Claw Counterattack) left in a spriggat's skill progression were not being added to their new skill progression upon promotion (most often in cases of promotion via Book of Power), causing the character to simply never learn them.

CraigStern

  • fixed in version 1.0.55a: when playing on Steamdeck, save and main menu buttons in the deployment and victory screens would appear halfway offscreen.

CraigStern

#1083
  • fixed in version 1.0.55b: in many instances during the summer palace investigation, if a character volunteered to lockpick the study drawer, the wrong name would be displayed during their dialogue.
  • fixed in version 1.0.55b: the kineticist boss in the summer palace escape was not getting activated as intended.
  • fixed in version 1.0.55b: the character creator was allowing custom characters to be created with a nickname identical to their first name.
  • fixed in version 1.0.55b: the cancel button in the character creator's custom dialogue screen was partially overlapped by the Secret dialogue button.
  • fixed in version 1.0.55b: when right-clicking a destructible object with a custom sprite, the game would fail to load the custom sprite for the character screen and would end up throwing a null error.

CraigStern

Version 1.0.56 fixes a security issue that was announced in Unity by moving to a new editor version.

For the next update (v. 1.0.57):

  • fixed: morale-boosting equipment could cause the game to display a morale value above the morale cap of 10.

CraigStern

  • optimized the game's AI algorithm a bit more for faster calculation of moves.

CraigStern

For version 1.0.58:

  • fixed: in rare circumstances, it was possible to end up with a MovePortrait script action that did not refer to a valid portrait (e.g. by clicking too quickly in the final dialogue branch when accepting the Stepwell mission), which would cause the game to throw a null error and lock up.

CraigStern

  • gamepad improvement: when in the shop, you can now move the gamepad cursor over the army overview, calendar, deck, and options buttons.

CraigStern

#1088
I've been quietly working on a big, big update the past couple of weeks! For version 1.1.00:

  • New unlockable campaign: Multiplayer Arena! Upon reaching the Monkey league Qualifier in the main campaign, the game will unlock a new, built-in play mode called Multiplayer Arena, which will become selectable along with all the other campaigns in the New Game menu of the title screen.

    Multiplayer Arena lets you assemble teams of custom characters and control them in small-scale fights against other teams of equal size. Make a team with your own characters, import your friends' characters onto other teams, and see whose teams are best!

    All characters will be auto-leveled to a level of your choosing at the start of each fight. Fights can be player-versus-player, player-versus-AI, and AI-versus-AI; the campaign will automatically track how many wins each team has.
  • UI improvement: bulk purchases. When selecting items in the shop that aren't one-offs (e.g. bandages, focus pills, mangos, etc.), there is now a special window that lets you specify the number to buy. (This supports buying up to 99 of an item at a time.)
  • added in support for a brand-new Free Movement exploration mode. This is very similar to the free exploration that existed in the old Telepath RPG titles: in this mode, you assign a character for the camera to follow, and that character can now be moved around directly in real-time using WASD or the arrow keys (or, when using a gamepad, the left joystick). This character can interact with adjacent characters and objects using Space Bar (or the A button when using a gamepad), and can advance single-reply dialogue branches using the same input.

    Unlike the exploration in Telepath RPG Chapter 2 and Telepath RPG: Servants of God, free movement mode in the TIB engine supports stairs, doors, bridges, and 3D terrain with differing elevations. (It also supports new tricks like jumping and dropping from high ground down to low ground!)

    Although free movement mode is not used in the main Together in Battle campaign, it is now freely available to use in custom campaigns! Simply invoke the new Free Movement condition in a battle scene to turn it on, then specify the character you want as the free mover (or else specify an army and let the game pick one for you).
  • new script action: Bookmark. This sets a dialogue branch for the game to automatically go to if the current dialogue is re-triggered. (For example: in dialogue where a character tells you to go run an errand, you can use Bookmark to have the game auto-jump to a branch where the character scolds you for dawdling if you talk to them again.)
  • new unit triggers for objects: Chest and Chest Locked. These cause the affected object to behave like a traditional JRPG treasure chest when in Free Movement exploration mode. Chest Locked allows the chest to be opened with a key or--if the character has lockpick mastery--a lockpick, whereas Chest allows it to be opened freely. Items from the object's inventory then go directly into the opening character's inventory, with any excess items going directly to the reserve supplies: no item sack required. Moreover, the chest's state is then automatically saved, meaning that it will already be open and empty if the player returns to the scene later.
  • new unit tag for objects: Persistent. This causes the current state of the tagged object to carry over if the player exits the scene and returns later (just as it now does with looted chests using the Chest and Chest Locked triggers).
  • new unit tag: Wander. In Free Movement maps, this gives the tagged character a 2-in-3 chance of moving one step in a random direction every 3 seconds or so a la townsperson NPCs from classic JRPGs.