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Together in Battle Dev Log

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

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CraigStern

#1110
  • in free movement mode, if the free mover doesn't fly, they can now drop into water or lava, at which point they will become submerged and begin taking damage over time. Free-moving in water or lava is slow and has inertia to it, and surrounds the character with a special visual effect (foam for water, or freshly disturbed lava for lava). Facing a space of dry land of the correct elevation and pressing space (or, if playing with gamepad, the A button) will cause the character to automatically hop back onto land.
  • improved the visual effect for splashing into water (there is now a ring of white foam upon impacting with the water's surface).
  • new unit trigger: Pressure Once. This is a normal Pressure trigger, except that the trigger is removed from the object once it's been activated.
  • fixed: in the map editor, certain menus (most notably ones checking if you want to save the map) could easily get obscured by unit tooltips.

CraigStern

  • in the dialogue editor, each dialogue branch's name (if one has been assigned) is now openly displayed next to the branch number. This makes it much quicker and easier to keep track of what branches lead where within branching dialogue trees.
  • in the dialogue editor, branch name and speaker name are now displayed in different colors from dialogue text, making everything much more readable at a glance.

CraigStern

#1112
  • to make up for the fact that unit tooltips no longer pop up during attack targeting, the one truly crucial bit of contextual information they contain--whether the target has counterattacks available--is now replaced by an indicator within the targeting reticle itself. If a skill's target is capable of counterattacking you, a flashing counterattack icon will now appear in the bottom-right of the targeting reticle to warn you.
  • when you move a character, the game now attempts to follow the exact sequence of spaces you traced out on the battlefield instead of picking a path on its own. This should mean that players no longer need to move in multiple stages to avoid having the game route them through traps. You can "backtrack" and the game will remember the previous bits of your route. (Note that if you draw a route that exceeds the mover's maximum available steps, the game will throw out your route and generate its own route as before, but you can simply move the cursor back over the mover to start over with your own route.)