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Dev Log

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

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CraigStern

-- fixed: the game would ignore script IDs used as reference name parameters in the ChangeExpression and PortraitParticles script actions.

CraigStern

#136
-- added documentation for SaveChar to the Guide.

-- fixed a small typo in Crypt Diving.

-- fixed: in some circumstances, the AI would move a unit after the unit's turn had ended.

CraigStern

-- fixed: title screen music would begin playing at full volume regardless of music volume settings.

CraigStern

Improvements for version 1.0.35:

-- fixed: the "Ability" animation for cavaliers was improperly compressed, preventing palette swapping of the sprite.

CraigStern

#139
-- added the ability to lock bundled campaigns and track unlocked content locally.

-- added the ability to trigger unlocks based on achievements attained in-game.

-- when a character levels up and gains a skill with an energy cost exceeding their maximum energy, the game now automatically awards that character energy proficiency sufficient to bring the character's maximum energy up to the exact cost of that skill.

-- created a high-res repaint of the old Telepath RPG: Servants of God dice icon.

CraigStern

-- when a proc gen character is first generated, the game now checks to see if they start with any skills with an energy cost exceeding their maximum energy. If so, the game now automatically awards that character energy sufficient to bring their maximum energy up to the exact cost of that skill.

-- created two new achievements: Roller of Dice and Master of Randomness. Created new achievement art for each.

-- fixed: the game checking for duplicate first names in characters generated through the recruitment interface, but not with one-off proc gen characters produced through GenerateUnique.

-- created art for the forthcoming update.

CraigStern

#141
-- adjusted the proc gen cavalier skill progression: Charge is now guaranteed to be learned much earlier, and cavaliers learn either Hold or Sprint instead of always learning Hold and learning either Sprint or Great Shield Mastery.

-- boosted base Dodge by 5 for proc gen assassins.

-- fixed: multiple timed charges simultaneously detonating from burning damage within Explode range of one another would produce a null error.

CraigStern

#142
-- the New Turn box no longer disappears upon clicking just anywhere onscreen; instead, there is now a dedicated Start Turn button that must be clicked to dismiss the box and commence the turn. This should help avoid players accidentally clicking past the opportunity to save at the start of their turn.

-- the battle menu is now accessible during deployment.

-- when the character screen is open in battle, scrolling the mouse wheel now cycles through other characters in the same army.

-- you can now Store items from within the character screen while in the reserve supplies interface.

-- when either the unit inventory browser or the character screen is open within the reserve supplies screen, scrolling the mouse wheel now cycles through other characters who have access to the reserve supplies.

-- the game now automatically sorts character inventory when opening the character screen, or when opening the unit inventory browser in the reserve supplies screen.

-- the character screen now displays "(X/12)" above the inventory, where X is how many of the character's inventory slots are being used.

-- tooltips for equipment now display the slot they equip to whether the item is currently equipped or not.

-- enemy units can no longer spawn on top of spaces containing player-created objects.

-- fixed: the reserve supplies screen's auto-equip feature would stop after auto-equipping one item given to the character.

-- fixed: if apples were dropped onto a space already containing an item sack with apples in it during Out of Food Battle, the game would count the number of apples dropped incorrectly.

CraigStern

Improvements for version 1.0.35a:

-- characters chosen for deployment are now automatically shuffled to the front of the army roster for easier access going forward.

-- removed the "Start Turn" button from the turn box at the start of AI turns.

-- fixed: Unity was offsetting the raycast boundaries of the buttons on the new turn box for reasons I have yet to understand.

-- fixed: after panning the camera with the WASD/arrow keys, the camera would slow to a stop approximately 3 times slower in the vertical axis than in the horizontal axis.

CraigStern

Improvements for version 1.0.35b:

-- removed physical traits for proc gen characters that had no impact on the systems used in TTL.

-- fixed: when testing multiple consecutive scenes of a player-created campaign, the game would start to save over ordinary player save files.

-- fixed: the game's internal list of sound loops contained misnamed versions of the two "crickets" loops.

CraigStern

Improvements for version 1.0.35c:

-- fixed: numerous procedurally generated characters partway through the randomizer campaign were being prematurely auto-recruited to roster 0.

CraigStern

#146
Improvements for version 1.0.35d:

-- fixed in version 1.0.35d: in randomizer mode, Silithis Predat was still having her skills wiped in the Training scene, but they weren't returning afterwards.

-- fixed in version 1.0.35d: in randomizer mode, Silithis Predat could be generated without Grandmace Mastery (necessary to use her personal weapon, Fangiss Ka).

-- fixed in version 1.0.35d: draining a character's Energy below 0 had ceased to roll over into health damage.

CraigStern

#147
Improvements for version 1.0.35e:

-- fixed in 1.0.35e: the game would not spawn characters referenced by script ID who were marked for saving, but who were neither currently present on the battlefield nor actually saved yet. This caused Annel's proc gen replacement not to spawn in Battle with Ebon Raban.

-- fixed in 1.0.35e: the game would lock up upon trying to move a character not found on the map via the MoveUnit or MoveUnitBy script actions.

-- fixed in 1.0.35e: proc gen cavaliers could be generated with a blank entry in their skill progression.

CraigStern

Improvements for version 1.0.36:

-- custom object images for custom campaigns are now fully working!

-- added gamepad support for the Download Campaigns menu and its Search Options submenu.

CraigStern

#149
More work on getting gamepad support finished:

-- added gamepad support for the battle main menu.

-- added gamepad support for the objectives window.

-- added gamepad support for the victory window.

-- finished adding gamepad support for the deployment interface.

-- updated gamepad menu navigator for the new turn box to support the start-turn button.

-- the game now displays character tooltips when moving the selector over units using the gamepad.

-- hitting the "select" button on an empty battlefield space when using gamepad controls now immediately switches over the actions bar.

-- hitting the "actions" button when navigating the actions bar with gamepad controls now toggles focus back onto the battlefield.

-- when selecting a skill that cannot be used (because it's been used already, the character lacks the energy, etc.) with gamepad controls, the game now automatically kicks focus back to the actions bar instead of the battlefield.

-- fixed: the game was canceling focus on the new turn box for the gamepad navigator upon concluding BeforeTurn dialogue, preventing the player from saving or starting the turn.

-- fixed cursor spacing when navigating the actions bar in gamepad mode.

-- fixed cursor positioning on the new turn box in gamepad mode.

-- fixed: upon selecting a button that changes the active buttons within an interface element (e.g. a page button) using gamepad controls, the cursor would remain over the same spot until moved...even if the button it had just selected since disappeared.