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Together in Battle Dev Log

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

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CraigStern

#1140
  • new skill: Skiakineticists can now learn Create Miasma Pool. Cost 7, range 5: creates a miasma pool on the target space. (At its full range of 5, if an enemy is slowed by the pool, they will not have enough movement to reach the user in melee even with the benefit of Sprint.) A skiakineticist will either learn Create Miasma Pool or Terror, but not both.
  • new rare item: Training Voucher. Can be presented to the trainer for a single free training of your choice!
  • multiplayer balance tweak: adjusted the commonality of certain items dropping during Multiplayer Arena when random item drops are turned on; and money and Psy Clash cards no longer drop at all.
  • fixed: Hot-Tempered and Vindictive characters could sometimes receive a Recognition Response line in place of a normal Recognition line.
  • fixed: on rare occasions, recruiting a character who knew another character from prior to their recruitment could result in a null error.
  • when running IfItem actions in a cutscene, supplying a number for the first parameter will now cause the game to check all characters in the roster of that number instead of looking for each character's most recent army number.
  • new optional parameter for the IfItem actions: Check Reserve Supplies, true or false. If Check Reserve Supplies is set to true, the game will treat the item as found if it's in the army or roster's reserve supplies.
  • when using the RemoveItem action on a roster's reserve supplies in a cutscene, if the item is not found in that roster's reserve supplies, the game will now then look for it in the inventories of the characters in that roster and remove the first one found.
  • new skill image: Create Miasma Pool.

CraigStern

#1141
  • in both the Gharial League Qualifier and the Blacksmith Rescue mission, an enemy now carries a Training Voucher which they will drop when defeated.
  • fixed: in certain "what" background dialogue where a character was raised by both mom and dad (or both grandma and grandpa) but had a bad relationship with just one of them, it was possible to get incorrect pluralization of pronouns in dialogue.

CraigStern

  • fixed: mousing off a unit while keeping the cursor over the edge of the space they're standing on would keep the space selector in place and keep their unit tooltip onscreen, but would remove the character's health bar from view.

CraigStern

#1143
  • new skill: Throw Axe 2. Cost 2, range 2-3: use a throwing axe with greater strength, accuracy, and maximum range. An axefighter will now either learn Armor Rend or Throw Axe 2 as part of their skill progression, but not both. Axefighters now always learn Shove 2.
  • the generated character in the battle for the duel random event now always carries a Training Voucher.
  • the reward for saving three travelers in the Save the Travelers random event is now a Training Voucher instead of a Novice Battle Primer.
  • the shop now has a 1% chance of having a Training Voucher in stock on any given visit.
  • fixed: on the level-up screen, buttons for newly learned skills would be visible before their turn to get highlighted. (These now start off invisible and appear when the particle effects spawn over them.)
  • fixed: the skill data for Quick Twirl had vanished from the game somehow.

CraigStern

#1144
  • achievement added: Superlative Sleuth. To get this, you must gather every relevant piece of evidence and present the strongest possible case against the head of the conspiracy within a single playthrough.
  • commissioned a higher-resolution rework of all the game's icons for use in buttons for the new Choose Ability leveling mode.
  • new skill button images available: Throw Axe 2, Health Proficiency, Energy Proficiency, Strength Proficiency, Psy Proficiency, Accuracy Proficiency, Dodge Proficiency, Counterattack Proficiency, Reflexes Proficiency, Perception Proficiency, Speed Proficiency, Slash Res. Proficiency, Pierce Res. Proficiency, Crush Res. Proficiency, Mental Res. Proficiency, Heat Res. Proficiency, Cold Res. Proficiency, Shadow Res. Proficiency, Light Res. Proficiency, Drowning Res. Proficiency, and Poison Res. Proficiency.

CraigStern

#1145
  • UI improvement: the game now accommodates custom character dialogue that is too long to fit in the dialogue box! When a line is too long to fit in the dialogue box, the game now detects this and makes it so that clicking the dialogue box, rather than advancing to the next dialogue branch, instead clips out whatever text was being displayed and updates to display the remainder of the line.
  • improved the pixel art icon for the "day log" button that appears on the calendar screen.

CraigStern

#1146
  • after saving the traveling merchant's caravan wagon, his one-time reward shop now contains a guaranteed Training Voucher.
  • one of the rewards you can get from the Birthday Boy event is now a Training Voucher.
  • new random encounter can occur when on cavern exploration missions: Recruitable Spirit.

CraigStern

#1147
  • The Marauder class now gains the ability to counterattack with throwing axes.
  • new camp activity: Haunt.
  • the game now supports camp activities that can only occur between characters who have a specific, special relationship label.

CraigStern

#1148
For the version 1.1.10a hotfix:

  • gamepad improvement: during deployment, the right joystick now lets you pan freely around the battlefield to inspect it.

CraigStern

  • fixed: under some circumstances, the game could attempt to set the facing of a character who had been removed from the battlefield, throwing a null error.
  • fixed: under rare circumstances, the Treasure map event could be chosen without a character available to fill the role of finder.
  • fixed: an error in the Summer Palace Escape battle? 
  • fixed: the speed with which damage previews and counterattack indicators flashed in combat was locked to framerate, which could lead to these elements flashing much too quickly on faster PCs.
  • fixed: if two characters counterattacked an enemy during an AI turn and both leveled up at once from the resulting experience gain, only one of the level-ups would get displayed in the level-up window onscreen.
  • fixed: it was possible to make the victory box go partly offscreen by scrolling the mouse wheel and changing camera zoom at the conclusion of a battle. (Manual camera zoom is now locked off when the victory box is onscreen.)

CraigStern

#1150
For the version 1.1.10b hotfix:

  • fixed in version 1.1.10b: there was a second null error lurking in the same spot as the last one.
  • fixed in version 1.1.10b: when playing with gamepad, the gamepad lost focus when returning to camp late.
  • fixed in version 1.1.10b: when playing in roguelike mode with gamepad, leveling up in camp would fail to shift gamepad focus to the skill chooser box.
  • fixed in version 1.1.10b: when playing in roguelike mode, a duplicate skill could sometimes end up getting selected to appear in the skill chooser box.
  • fixed in version 1.1.10b: when playing in roguelike mode, skill range data wasn't getting supplied to the tooltips for skill buttons in the roguelike mode's skill chooser box.
  • fixed in version 1.1.10b: certain unusual 16:10 and 21:9 display ratios were not getting detected by the game.

CraigStern

#1151
For the version 1.1.10c hotfix:

  • gamepad UI improvement in version 1.1.10c: the shoulder buttons can now be used to change pages of the reserve supplies screen whenever no character inventory or character screen is open.
  • gamepad UI improvement in version 1.1.10c: the X and Y buttons can now be used to automatically sort items without the need to navigate to the Sort button.
  • fixed in version 1.1.10c: when playing with gamepad, after using an item within the reserve supplies UI and seeing the character screen pop up, backing out of the character screen would send gamepad focus to the item's now-invisible Use/Give/Store submenu instead of to the character's inventory submenu, making it appear that the gamepad cursor no longer existed.
  • fixed in version 1.1.10c: under rare circumstances, an AI-controlled character running into caltrops could fail to receive a recalculation of its moves, which could in turn cause the game to hang.
  • fixed in version 1.1.10c: under rare circumstances, the game could determine an AI-controlled character's moves, and then, in the fraction of a second before executing those moves, the character could be removed from the AI army list, resulting in a range error.
  • fixed in version 1.1.10c: if an AI-controlled character tried to move through both a pressure trigger and a hold in one go, the game would trigger both even if one prevented the character from reaching the other.
  • fixed in version 1.1.10c: more unusual 16:10 display ratio resolutions will now be successfully detected by the game as well.

CraigStern

#1152
For the version 1.1.10d hotfix:

  • UI improvement in version 1.1.10d: when making a custom character, the custom dialogue screen now displays a little "plus" symbol in the corner of the button for every type of dialogue for which the character has a line. As you write lines, plus symbols will appear. (Any lines you leave blank will later get a generated stand-in line based on your character's personality.)
  • gamepad UI improvement in version 1.1.10d: the shoulder buttons now change the page of the army overview screen (in case you've somehow managed to acquire more than 18 characters).
  • gamepad UI improvement in version 1.1.10d: reverted the Y button to its previous function in the reserve supplies screen so you can inspect characters there. (X remains a shortcut for Sort.)
  • fixed in version 1.1.10d: Throw Net had begun using the "end turn" after-attack behavior instead of the intended "use once" after-attack behavior.
  • fixed in version 1.1.10d: the game was not handling tags (which usually take the form of skill modifications and improvements) correctly in roguelike mode, displaying a blank white box instead of the appropriate tag. The game can now detect tags in a character's skill progression that are missing parameters and fix them on the fly.
  • fixed in version 1.1.10d: on some displays, 16:9 resolutions could sometime apparently return a false positive for a 16:10 display ratio. The game now checks a list of known 16:9 resolutions that will cause it to automatically bypass alternate display ratio checks.
  • fixed in version 1.1.10d: one of the old lissit names I removed from the game evidently found its way back into the CharNames.xml file.

CraigStern

For the version 1.1.10e hotfix:

  • fixed in version 1.1.10e: if the player encountered a random event with a corresponding battle and they did not deploy a character involved in the event, due to some changes to the code in a recent optimization pass, the game would throw a null error upon trying to find that character on the battlefield.
  • fixed in version 1.1.10e: the game will no longer let you finish deployment in the Treasure Map event battle without the unit who buys the map.
  • new condition added in version 1.1.10e: Force Deployment. Two parameters: army number and character name. If the named character is in the roster during deployment, they will become mandatory to deploy even if they are not a mandatory Protect Char condition.

CraigStern

#1154
For the version 1.1.10f hotfix:

  • fixed in version 1.1.10f: changes to the level-up logic necessary to support the "Choose Advancements" behavior in roguelike mode were causing the game to throw a null error any time it procedurally generated a character who began with a stat proficiency at level 1 (something that can randomly happen with lissit). This was causing recruitment to occasionally freeze when generating characters.
  • fixed in version 1.1.10f: on rare occasions, the AI could get softlocked after one of its characters became subject to a Hold.