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

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CraigStern

-- fixed: you could undo after using an item.

CraigStern

#121
Recorded a new player campaign showcase!

-- fixed: characters couldn't grab aura out of item sacks if their inventories were full.

-- fixed: the game would preserve save slot 100 as the last-used save slot when testing campaigns in the editor.

-- fixed: the AI would give a score bonus to useless moves (like shoving a target onto an ordinary space without any elevation change) for "backstabbing" and avoiding a counterattack so long as they hit the enemy from behind.

-- fixed: if a character burned/drowned to death at the start of the AI's turn and the first character chosen to move was a healer, the AI could proceed with a pre-calculated move to heal the character as though they had not already perished.

-- fixed in 1.0.29a: in some rare situations, the AI could get into an endless loop and never end its turn.

-- fixed in 1.0.29a: dialogue set to end immediately that triggered a Wait script action would inappropriately display the dialogue menu while the Wait action was pending. (This occurred most noticeably during the Coria Dogs Basement battle.)

CraigStern

Improvements for version 1.0.30:

-- added a tutorial to Out of Food Battle explicitly directing the player to inspect the resistances of fruit trees in order to know what skills are best used against them.

-- added some camera movements to the conversation between Ebon Raban and his engineer in Coria Bridge Battle.

-- added Steel to the list of weapon materials used for creating proc gen weapons once the player reaches Coria.

-- created new item image: Satchel Charge.

CraigStern

-- temporarily rolled back the pending-Wait-action dialogue menu bug fix from 1.0.29s, as this was causing the dialogue menu to lock up when dialogue with an EndConvImmediately action triggered simultaneously with a combat bark.

CraigStern

-- got to version 1.0.30c fixing issues with the latest patch, but I thiiiiink (fingers crossed) that I've got the issues all ironed out now.

CraigStern

#125
Improvements for version 1.0.31:

-- fixed the pending-Wait-action dialogue menu bug again; this time, without causing huge issues elsewhere. (I'm 95% sure of that, at least.)

-- fixed the positioning of tooltips for item option buttons in the top row of items in the character inventory viewer window within the reserve supplies screen.

-- fixed: the documentation for the SpawnVisualEffects action had an error.

-- added documentation for the particle types supported for use with skills and the SpawnParticlesAt script action.

-- fixed: custom item graphics contained in custom campaigns weren't being loaded into the item editor.

-- fixed: custom skill graphics contained in custom campaigns weren't being loaded into the skill editor.

-- fixed: assets with the same name as an asset of a different type (e.g. Whet Stone, which is both the name of a sound effect and an item image) were being culled from available assets in the campaign editor.


And one cool new feature for custom campaigns: equipment can now be edited!

-- new script action supported: AlterEquipment. Allows editing of an item equipped to a character. Parameters: character name; equipment slot name; attribute name (Value, Uses Left, or a stat name); and an operation.

-- items can now have an altersEquipment attribute that effectively calls AlterEquipment when the item is used. The game now successfully saves and loads these.

-- the item editor now has input fields to add or change an altersEquipment attribute on items.

CraigStern

Improvements for version 1.0.32:

-- patched up some holes in the in-game documentation for status effects; added instructions to the Guide for changing status effect chance, power, and/or duration from their default values.

CraigStern

Struggled for a while trying to get custom object images to display correctly in Unity's SpriteRenderer component, then finally gave up and sent Unity a bug report as I'm pretty sure there's something broken in that component at this point.

-- added in an Example Object into PremadeUnits.xml in newly created custom campaigns.

CraigStern

#128
-- adjusted the placement of portraits within deployment tiles slightly.

-- fixed: clicking a deployment tile multiple times with a shadowling or golem portrait inside would cause the portrait to continually shift to the left.

-- fixed: the AI did not recognize bridge tiles as dry land for purposes of plotting routes to escape water or lava with drowning characters.

-- fixed: turns out, the game was still preserving save slot 100 as the last-used save slot when testing campaigns in the editor. I really did stop that behavior this time!

CraigStern

#129
-- fixed: the AI's self-move obstacle detection algorithm wasn't accounting for skills that move the attacker along with the target (e.g. Stick-and-Drag).

-- fixed: if the AI accidentally chose an invalid self-move skill, the game would throw a range error and freeze.

-- if the AI accidentally chooses an invalid self-move skill, the game now immediately discards the move and proceeds with the next-best move in the hopper.

-- fixed: the game was improperly saving and loading the "removes status effects" property of consumable items, leading to certain consumables losing their ability to remove status effects.

CraigStern

Improvements for version 1.0.33:

-- fixed: unequipping equipment that grants Speed (such as Runner's Cleats) did not decrement the character's max movement. This allowed the player to unequip and re-equip the item over and over again to increase maximum movement without limit.

-- fixed: when multiple instances of the status effect Alert were applied to the same target, their stat buffs were cumulative, but the game would only remove one of those buffs upon the status effect's conclusion, effectively rendering the others permanent.

-- fixed: it was possible for custom skills used on oneself to elicit a "Backstabbed!" pop-up if the skill's backstab multiplier was set to greater than 1.

-- fixed: it was possible for custom Shield skills with a positive power value to elicit a "Backstabbed!" pop-up on the target if the skill's backstab multiplier was set to greater than 1.

CraigStern

#131
-- the engine now supports forcing proc gen characters of a certain class to learn certain skills within a specified level range.

-- proc gen assassins now always learn Leap somewhere between levels 2 and 6.

-- spaced out the introduction of enemy mentalists in Coria Bridge Battle a bit more to account for how much more dangerous they are in TTL.

-- fixed: in some rare situations, AI analysis of self-move attacks could cause the game to throw a null error.

-- fixed: in some instances, the new AI algorithm for assessing self-move skills would incorrectly identify movement paths as blocked.

-- fixed: the cut scene editor was failing to save custom menus created in the editor.

-- added a black background to the title screen art to account for players who somehow manage to force the game to run in unsupported, non-widescreen aspect ratios.

CraigStern

Improvements for version 1.0.34:

-- reduced the sample rate on unit idle animations to 15 FPS to accord with the other character animations.

-- made Longbow Mastery a much earlier get in the proc gen bowman skill progression.

-- tweaked the AI so that it will always disregard scenery-clearing moves which do less than 1/5th the object's total health in damage.

-- for performance reasons, the game now automatically turns off the path-clearing algorithm for the AI if a map's combined width and height are greater than 48.

CraigStern

-- fixed: the AddPortrait action was only looking for characters actively on the battlefield when used in battle.

CraigStern

--extended the click-and-draggable area for the dialogue editor downward to accommodate mouse navigation of much larger dialogue trees.