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Dev Log

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

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CraigStern

-- added a sound effect for when attacks are blocked by a great shield.

-- tweaked the AI code to halve the effect of space danger calculations, making the AI much less likely to take no action with characters on the brink of death.

-- fixed: a quirk in the AI code made enemies ignore the danger of a space when evaluating whether to attack destructible objects, but not when evaluating whether to attack enemy characters, meaning that enemies in a dangerous position would sometimes inexplicably attack the scenery instead of enemies.

CraigStern

#151
-- added D-pad support to the gamepad control scheme.

-- hitting the "start" button when using gamepad controls now immediately brings up the main menu.

-- using gamepad controls, you can now click the left joystick inward to immediately undo the last move.

-- using gamepad controls, you can now click the right joystick inward to immediately rotate the current selected character.

-- using gamepad controls, you can now press the right shoulder button on a target with a character selected to initiate auto-move-and-attack with the selected character.

-- you can now use the right shoulder button on a target with a character selected to initiate auto-move-and-attack with the selected character.

-- you can now clear saved game slots from the New Game and Load Game menus in the title screen. The game will prompt you if you're certain with a confirmation pop-up when you click the delete button before proceeding.

-- you can now clear saved game slots from the Save Game menu in battle. The game will prompt you if you're certain with a confirmation pop-up when you click the delete button before proceeding.

-- updated gamepad support for all of these menus to support the extended UI.

-- gamepad controls are now auto-enabled on the title screen if the game detects any connected gamepads, even if the Controls are set to mouse and keyboard in the settings. This means that you can now use a gamepad to select gamepad controls rather than having to enable it with the mouse. Moreover, if the game detects that you hit a button on a gamepad while on the title screen, the game will now automatically leave gamepad input on going forward even if you didn't manually change the Controls setting to a gamepad.

-- added gamepad support for the Reports screen.

-- added basic gamepad support for the Level-up screen.

-- fixed: the right joystick did not function correctly on Xbox One controllers, as it is assigned to axes different from most other gamepads.

CraigStern

#152
-- when using gamepad controls, moving a character within skill range of valid targets will now cause the game to auto-shift focus to the skill buttons on the actions bar in order to allow quick and easy selection of attacks. This makes the moment-to-moment experience of moving-and-attacking much, much smoother.

-- when using gamepad controls in the character screen in battle, the shoulder buttons now cycle through characters.

-- added support for a second custom string value to be displayed in save files for a campaign using ChangeSaveString.

-- fixed: custom save strings could carry over from one campaign to a different campaign during the same play session.

-- fixed: due to changes in the way the game processed status effects and damage, Gravity Spike and Gravity Well had ceased to insta-drop flyers into chasms or liquids.

CraigStern

-- added full gamepad-controls support for the character details screen, including full ability to use, give, and drop items in character inventory.

-- fixed: it was possible to cause errors by trying to move the selector off the edge of the map in gamepad mode.

-- fixed: the skill editor was not loading and saving custom power, length, or chance modifications to skill status effects correctly.

CraigStern

-- added gamepad support for the promotion window.

CraigStern

#155
-- added gamepad support for the reserve supplies screen.

-- fixed: it was possible for the game to freeze when trying to advance dialogue after the game attempted to move a character not found on the battlefield.

CraigStern

Improvements for version 1.0.36a:

-- fixed in version 1.0.36a: gamepad mode would not get switched off when loading an old game from the title screen with a gamepad that was plugged in but neither used nor selected as the preferred control method.

-- fixed in version 1.0.36a: beating the game in randomizer mode did not award achievements.

CraigStern

#157
Improvements for version 1.0.37:

-- added a gamepad buttons guide to the settings screen.

-- knocking units into damaging objects (liked Spiked Barricades) now deals the knocked-back unit extra damage as though they'd attacked the object. (Shove them into the spikes backwards for even more bonus damage!)

-- knocking a unit into one of their enemies will now draw a counterattack from the character they were knocked into. If you have allies with melee-range counterattacks, you can shove enemies into them to effectively draw out a bonus attack in this way, albeit at the cost of damaging your ally somewhat.

-- fixed: objects that deal damage when attacked (such as Spiked Barricades) were failing to damage their attackers when destroyed by the inciting attack.

-- fixed: in Crypt Diving, if turn 21 dialogue ending the battle failed to trigger due to the player already clearing all of the map's enemies, the player would simply remain stuck on the map.

-- fixed: the game would prevent characters from counterattacking AOE attacks if the attacker was facing the same direction as the would-be counterattacker, even if the attacker was not actually located behind them.

-- new script actions: IfGamepadGoTo and IfGamepadRun. These go to a specified dialogue branch number or run (a) specified script(s) if the player is using a gamepad to play the game.

CraigStern

Improvements for version 1.0.38:

-- fixed: the game would throw a range error during the promotion screen if you managed to promote Gunther Lathe.

-- fixed: in some situations, a bad move-and-hit AI move could freeze the game.

CraigStern

#159
-- fixed a typo that left path-clearing AI behaviors turned on in very large maps, leading to performance issues.

-- the game now keeps track on how long the AI is taking, and will cut calculations short if it's taking more than a couple of seconds to calculate the next move and it's calculated at least one possible move.

-- halved the delay after an AI character grabs an item sack before proceeding with the rest of the turn.

-- fixed: upon promoting or changing classes for proc gen golems, spriggats, and spirits, the game would overwrite the correct name of their portrait bodies, resulting in the game detecting a null portrait body and entirely replacing the portraits with a "human silhouette" placeholder.

-- fixed: an earlier fix that kept the game from spawning the dialogue menu when a conversation was being used purely to run a script and then EndConvImmediately with a Wait action included had caused the dialogue menu to simply not spawn at all in dialogue that included EndConvImmediately in the initial branch after an "if" action, resulting in situations where such dialogue would essentially freeze the game. The game now only suppresses the dialogue menu based on detection of an untriggered EndConvImmediately in the first branch if it determines that there is no speaker, dialogue, or reply options in that branch.

-- fixed: the game would fail to display the dialogue menu in instances where it detected an EndConvImmediately action in the first branch of the dialogue tree, even if the action was not ultimately triggered.

-- fixed: in some circumstances, the AddPortrait action could produce a null error.

CraigStern

Improvements for version 1.0.39:

-- status effect icons in the character screen now display a number representing each effect's remaining duration.

CraigStern

-- the "shift-click to auto-move and attack" behavior can now be accomplished by simply double-clicking an enemy while you have a character selected.

CraigStern

-- fixed: the Coria cut scene (which plays immediately after the Coria Bridge battle) was missing a Recover condition, causing Emma and friends to arrive in Coria without their wounds healed or energy restored.

CraigStern

I did not want to order a first-gen Steam Deck, but apparently people are now going to leave negative reviews if there are any issues on Steam Deck and I can't very well fix them without the hardware to test it, sooooo there goes several hundred dollars. :S

-- added in some code so the game can now detect if it's being run on Steam Deck.

CraigStern

#164
-- the mouse cursor is now fully locked, disabled, and rendered invisible when loading or starting a new game with gamepad controls enabled.

-- fixed: when in gamepad mode, the game was displaying a selection arrow over the new turn box, and even leaving it onscreen after the new turn box faded from view.

-- a recent change in the code preventing Together in Battle from connecting to Steam as Telepath Tactics Liberated simultaneously broke achievements for Telepath Tactics Liberated. This is now fixed.

-- fixed an exploit in which one could use a skill with an after-attack effect of Can Move (e.g. Lance or Bow) granted by a weapon with a remaining durability of 1. This would break the weapon granting the character that skill, after which the character could equip another weapon granting that skill to use the skill a second time in the same turn.

-- fixed: the character creator was auto-marking weapons equipped even if a different weapon was manually marked as equipped via "[E]" notation in the inventory field.