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Dev Log

Started by CraigStern, December 15, 2021, 10:08:42 AM

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CraigStern

Improvements for 1.0.24:

-- implemented a constellation of improvements to the game's pathfinding algorithm for calculating moves that won't pay off that same turn, especially when navigating circuitous paths.

-- when calculating the consequences of attacking a target with an OnDeath skill, the AI now accounts for damage not just to the attacker, but to the attacker's allies as well.

-- shifted reinforcement spawns forward one turn in Coria Bridge Battle so enemies appear on the player's turn.

-- fixed: Hide was in the skill progression for both Blackguards and Whispers, rendering the Whisper promotion choice redundant.

-- fixed: move skills like Leap were treating destructible objects with a passability of Shoot Through as though they had a passability of Flying.

-- fixed: if a flying character gained the Levitating status effect and it wore off when over water, the character would fall into the water despite the fact that their base movement type remained Flying. (Granted, there is zero reason for a flying character to receive Levitating status in the first place, but there you have it.)

-- fixed: the dialogue editor could throw range errors when editing scripts or dialogue after narrowing the visible selection of scripts or dialogue via the search bar.

CraigStern

-- the game now lets you place traps and build on spaces containing item sacks! :)

-- fixed inaccurate item description for Partial Plate.

-- fixed: upon Frozen status ending, the stat effects from Frozen were being redoubled instead of reversed under some circumstances.

-- fixed: actions that trigger a script in exploration mode (like grabbing a loose item sack) could result in the game initiating a drag-pan without the player clicking.

-- fixed: the game was inappropriately playing the "thud" sound effect when defeating a character on the same space as a destructible object, as though the character had been dropped from a height.

-- fixed: non-flying characters were being placed too low when spawning atop boulders or other Flying-passability objects in water or lava (or ending up there via the use of Move skills).

-- fixed: characters submerged in water or lava were unable to swim onto boulders or other Flying-passability objects also present within the liquid.

-- fixed: the game would show skill targeting tiles on land spaces containing Flying-passability objects for characters using Swim even though these spaces could not be moved onto.

-- fixed: rotating a character at the tail end of a lengthy skill animation would sometimes cause the character to repeat that animation from the start.

CraigStern

Improvements for 1.0.25:

-- updated the Guide with documentation on directly accessing and editing Special Stats for units: name, facing, coordinates, class name, and so on.

CraigStern

#108
-- the game now allows characters to stack multiple tags of the same type (e.g. Range Bonus or Bonus Damage).

-- defeating all enemies in Crypt Diving no longer ends the map early.

-- reduced the lighting intensity of self-lit objects to adjust to the overall increased bloom and color intensity of recent versions of the game.

-- spirits now cast a glow onto the battlefield. (Note that existing premade spirits will need to have their species reselected in the Character Creator in order to glow.)

-- the engine now supports spawning units on the battlefield using script ID in lieu of load ID.

-- fixed: using a Move skill to move directly onto a space containing an item sack would not cause the Grab button to cease being red.

-- fixed: attacks targeting Energy were also affecting maximum energy, including self-focus skills like Soul Suck.

-- fixed: damage dealt to characters through Energy underflow caused by Drain-style attacks did not cause the target to play a Hurt animation.

-- fixed: damage dealt to characters through Energy underflow caused by Drain-style attacks was not being counted towards the attacking player's score.

CraigStern

-- fixed: when initiating a player's turn immediately following an AI player's turn, if the game had found no viable moves for the AI army, the game would not let characters regain energy from resting.

CraigStern

Improvements for 1.0.26:

-- fixed: on the difficulty selection screen, selecting Observer, backing out, and then selecting a different difficulty would cause the actually chosen difficulty to retain Observer's experience scaling and access to Plot Armor.

CraigStern

-- the game now automatically adds move spaces back onto the screen after using a skill that a character can move after using without you having to click that character.

-- added parabola animations out to 6 spaces.

-- fixed: suffering lethal damage from a trap would not immediately kill the afflicted unit unless there was an OnDeath skill triggered.

-- fixed: in some circumstances, move spaces could remain onscreen after a character died.

-- fixed: the step value of a move space would sometimes be displayed even when the mouse was not over any move spaces.

-- fixed: for multi-space knockback skills, the game would not recognize fall damage occurring before the final space of knockback.

-- fixed: non-flying characters on top of fly-only objects who moved onto a normal space would not have their elevation reset back to normal.

CraigStern

-- when damaging multiple units on the same space using an explosive attack, the game now properly times all the pop-ups so there isn't any overlap.

-- turned down the brightness of the white palette in character portraits to account for increased bloom settings in post-processing.

-- an improvement for the campaign creation suite: you can now reference characters by name in cut scenes even if they've never been loaded in a battle or added to a roster before.

CraigStern

-- fixed: loading a mid-battle save made before version 1.0.25 would result in all item sacks currently on the battlefield being impassable to characters, preventing them from being grabbed.

CraigStern

Hot fixes for version 1.0.26a:

-- fixed: the lines adding Emma and Sabrina to the player's roster at the start of the game had been removed for some reason. They are now added after the Adelbrae battle.

-- fixed: the MoveUnitBy action could lock up the game if the named unit wasn't found.

-- fixed: the console could throw unassigned value errors if used in a cut scene.

CraigStern

#115
Improvements for version 1.0.27:

-- boosted the base experience given by attacking an enemy without killing them from 10 to 12.

-- fixed: skill cost was being double-counted when calculating experience gain, resulting in psy users gaining experience much faster than they should have relative to non-psy users.

-- fixed: the player wouldn't lose if their Camp was destroyed in battle.

CraigStern

#116
Made some progress tracking down the cause of the AI sometimes attacking scenery for no reason on larger maps. Also:

-- fixed: due to a missing check, destructible objects with passability of flying were sinking into the ground when subjected to knockback.

-- fixed some errors and inconsistencies in bonus damage calculation and previewing (e.g. with Poisoned or Burning weapons).

-- fixed: BonusDmg tags on weapons could duplicate with scene changes.

-- for 1.0.27a, fixed: the game was sometimes elevating bridges above barricades or other fly-only objects that were placed on top of them.

CraigStern

Improvements for version 1.0.28:

-- the game will now apply wear and breakage on non-attack skills if they are granted directly by a piece of equipment. This allows the engine to support limited-use items granting a character non-attack skills.

-- added a new parameter to the AddToList script action allowing entries to added at specific list positions.

-- fixed a fatal error that could occur when the game attempted to adjust stats based on personality traits during the procedural character generation process.

-- fixed: the AI would dramatically undervalue moves in which healers healed themselves.

CraigStern

#118
-- fixed: it was possible to undo after using a skill if the skill user missed their target.

-- fixed: the level-up screen displayed skills granted to a character by their equipment.

-- fixed: if a character knows a skill and equips an item which grants that skill, the character screen will no longer display two instances of that skill.

-- fixed: if a character already knows a skill naturally, learning it upon level-up will no longer give them a duplicate of that skill.

CraigStern

Improvements for version 1.0.29:

-- fixed: the game wasn't recognizing character portraits as belonging to the current speaker when using script ID references in lieu of written names in dialogue.

-- fixed: recruiting a character via script ID or name rather than load ID during a cut scene was not working.

-- fixed: the game was sometimes detecting infinite loops when in fact the scripts had all simply finished running normally.