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Together in Battle Dev Log

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

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CraigStern

#1125
  • fixed in version 1.1c: it was possible to unlock Multiplayer Arena but still not see it in the New Game menu's campaign list afterwards.
  • fixed in version 1.1c: if a unique character reached 0 health from Burning applied by another unique character, the defeated character's defeat bark would be overriden by the victor's victory bark.
  • fixed in version 1.1c: Multiplayer Arena had an outdated campaign description.
  • fixed in version 1.1c: some of the text in the main menu screen for Multiplayer Arena was difficult to read against the background.
  • fixed in version 1.1c: with the right timing and the use of sprinting, it was possible to jump on top of destructible objects intended to be impassable in free movement mode.

CraigStern

#1126
  • in version 1.1d: pop-up text telling you an item can't be used, equipped, unequipped, given, or dropped in certain contexts are now hooked up to localization.
  • fixed in version 1.1d: certain properties were not getting carried over when the game cloned a dialogue branch, which could sometimes lead to the input text field not appearing or dialogue throwing a null error.
  • fixed in version 1.1d: it was possible to give personal items in battle or in the reserve supplies screen.
  • fixed in version 1.1d: it was possible to give items in the reserve supplies screen if the giver was Enthralled.

CraigStern

For the next update:

  • fixed: four variant lines of background dialogue about having a bad relationship with the grandparent or grandparents who raised a character could not be selected due to misformatted tags requiring certain biographical details.

CraigStern

  • UI improvement: in-battle unit tooltips for characters on the leftmost 1/3rd of the screen now appear to the left of the unit so as to avoid covering the area the player is focused on.
  • free movement improvement: fixed an issue where standing still next to multiple units and then moving into one of those units to shove it wouldn't work (you would have to move away, then come back and reinitiate the collision to shove).
  • free movement improvement: the game is now forbidden from detecting freefall during the half second after a unit spawns so as to prevent the game from spawning dust particles and the "jump landing" sound effect every time you switch scenes.
  • free movement improvement: increased the minimum downward velocity necessary for the game to detect a soft freefall.

CraigStern

#1129
  • UI improvement: when mousing over a skill target, the game now displays a health bar at the bottom of their targeting reticle with the proportion of health they stand to lose (or gain) flashing in white!
  • UI improvement: when mousing over a skill target that can counterattack, a health bar will be displayed beneath the attacker showing with the proportion of health they stand to lose (or gain) from the counterattack flashing in white.
  • UI improvement: when mousing over a knockback target, a health bar is now also displayed for any unit they're going to be knocked into with their own proportion of health to be lost flashing in white.
  • fixed: the counterattack icon in the targeting reticle was sometimes not playing its flashing animation.
  • fixed: a character tooltip could be displayed twice consecutively due to multiple tooltip timers being added.
  • fixed: Multiplayer Arena still wasn't unlocking as intended for some players.

Dropped the above as version 1.1.01.

CraigStern

#1130
Hotfix version 1.1.01a:

  • in version 1.1.01a: increased the size of the damage preview health bars by 20%.
  • fixed in version 1.1.01a: flashing health bars weren't displaying for the target for impact damage with Kinetic Pull.
  • fixed in version 1.1.01a: if you saved the game on the victory screen and reloaded, you would be awarded the spoils of the fight a second time.
  • fixed in version 1.1.01a: if you saved the game on the victory screen and reloaded, you could be inappropriately advanced beyond your current league fight.

CraigStern

  • began working on a new system that--if completed--should support easy addition of new types of terrain with automatic transitions to all other terrain types.

CraigStern

#1132
Hotfix version 1.1.01b:

  • UI improvement for gamepads: implemented the new 2d grid menu navigation logic for character inventories within the reserve supplies screen, fixing situations where the game's arbitrary 2D gamepad element navigation logic failed in that menu.

CraigStern

  • fixed: selecting "Skip Daytime Phase" in the main menu in town after characters had been sent out on caravan guard or cavern exploration jobs would result in the scenes where those jobs played out getting skipped as well.
  • fixed: character tooltips were no longer showing up when mousing over units already on the battlefield during deployment.
  • fixed: money and food text could slightly overflow the intended area of the info bar if the player really stocked up.

CraigStern

#1134
  • created a new UI icon: Skull.
  • when an attack will bring the target to 0 health or less, the heart symbol on the preview health bar is now replaced with a skull symbol to signify that this will take the target out of the fight.
  • fixed: when opening the reserve supplies screen, the screen now force-resets the flag to mark whether the player is dragging an item to false, preventing ghost item images from following the cursor if there was an error that prevented the game from recognizing the end of item dragging previously.

CraigStern

#1135
  • new level-up mode supported: Choose Skill. Any time a character is due to gain a skill, mastery, or proficiency upon leveling up, you instead get to pick one out of three options. This erases part of the natural differentiation between characters, as you can choose to simply have all characters of a class learn the same skills--but in exchange, it provides greater control over each character's development.
  • fixed: sometimes, the level-up screen could produce an inappropriately long delay before displaying the leveling character's new skills or non-skill, non-stat improvements.
  • new script action: ChooseSkillsOnLevelUp. This lets you turn on (or off) "Choose Skill" mode for character level-ups. It has one parameter: true or false.

CraigStern

  • upon starting a new playthrough in roguelike mode, the game now automatically enables Choose Skills mode. This is intended to make roguelike mode feel like more of a distinct experience and not just "base game but harder."

CraigStern

  • skill buttons now support multiple layers of semi-transparent images on top of the base skill image.
  • the skill chooser window now shows appropriate images for counterattacks gained on level-up.
  • when you choose to play in roguelike mode, the game now prevents the Skill Advice camp event from appearing in the events list.

CraigStern

  • the skill chooser now animates.
  • added gamepad support for the skill chooser.
  • fixed: the new preview bar UI when choosing an attack was getting removed before it could appear when playing with gamepad controls.

CraigStern

#1139
  • new arena battle variant: Miasma Creep. Starting in Monkey League, arena battles can feature a condition where miasma pools spawn in one or more spaces your character occupied on the previous turn. Remain still at your own peril!
  • new custom variable type supported: Coordinates. Each instance of custom coordinates is a bundled set of three integers: y, x, and elev (i.e. elevation).
  • new script action: SetCoords. This lets you set (or reset) a set of custom coordinates by hand. Four parameters: variable name, y, x, and elevation (optional).
  • new script action: SetCoordsByUnit. This lets you set (or reset) a set of custom coordinates by reference to a unit on the battlefield. Two parameters: variable name and unit name.
  • new special character: COORDS{Name,Property}. This lets you insert custom coordinate data into dialogue or (more likely) a script. Name is the name of the custom coordinate, and Property is the coordinate value to be used: y, x, or elev.
  • new attribute supported in UnitsToList (battle only): Space Phase. This can be solid, liquid, or void.