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

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CraigStern

#165
My Steam Deck has arrived! After testing, I've discovered some things that do, in fact, need fixing. Improvements for version 1.0.42:

-- the game now auto-switches to gamepad controls upon starting up if it detects that it's running on a Steam Deck.

-- fixed: the gamepad cursor was appearing in the wrong spots on certain menus (primarily on the title screen) when the game was running in resolutions other than 1920 x 1080, rendering these menus all but unnavigable at the Steam Deck's native 16:10 resolution of 1280 x 800.

-- fixed: the right joystick was mapped to the wrong axes for Steam Deck and XBox 360 gamepad controls.

-- fixed: the text overlay box had incorrect scaling settings for Steam Deck and other 16:10 resolutions.

-- save slots once again highlight when they're moused over, and now engage in this same behavior when the gamepad cursor is moved over them.

-- extended the "default to attack tile containing target" gamepad behavior so that if no characters are in skill range, the game will default to placing the selector on a space containing a destructible object instead.

-- when using a gamepad and ending a character's move, if there are no attack targets in range and the character is on top of an item sack, the game will auto-focus the cursor on the Grab button in the Actions Bar for convenient sack-grabbing.

-- fixed: the game had started to override give tiles with move tiles in battle after selecting the Give option on an item using the gamepad.

-- fixed: when ending a battle scene in gamepad mode, the selector would pop back up on the battlefield as the scene faded out.

-- when in gamepad mode, mouse wheel input will now auto-select the actions bar and scroll through buttons on the bar. (You can map a Steam Deck track pad to register as mouse wheel input for this purpose.)

And a regular bug fix:

-- when attacking an object with fly-only passability sitting on stairs suspended over a hazard tile, if the object was destroyed, the game would drop the stairs into the hazard as though they had been resting atop the object.

CraigStern

-- fixed: the gamepad controls screen showed incorrect info for the shoulder buttons. The left shoulder button produces Next Unit behavior, while the right shoulder button is bound to Auto-Skill On Target.

CraigStern

#167
Improvements for version 1.0.42a:

-- when using a gamepad and ending a character's move, if there is an adjacent unit the character can talk to, the game will auto-focus the cursor on the Talk button in the Actions Bar.

-- fixed: the shop tutorial text overlay didn't fully fit onscreen in 16:10 display resolutions.

-- refactored the menu-switching code in the gamepad navigator class to fix issues with tooltips not appearing on the element selected when first opening a menu. (I am pleased to report that this worked.)

-- fixed: when using a gamepad, the cursor arrow would continue to be visible in the bottom-right of the screen after ending the player's turn.

-- fixed: when using gamepad controls, the auto-equip confirmation window in the reserve supplies screen wasn't gaining focus upon spawning.

-- fixed: when using gamepad controls, exiting the shop was still shunting focus to the dialogue window rather than the exit confirmation window.

-- fixed: when navigating a dialogue tree, the gamepad logic would not consider replies above the last-chosen reply to gain focus when the number of available replies shrank upon reaching a new dialogue branch, making it so that you could inappropriately invoke the last-chosen reply from the previous branch by simply hitting "A."


Improvements for version 1.0.42b:

-- fixed: using the gamepad "character screen" button (Y) in the reserve supplies screen only showed the character screen for whomever was first in the character roster.

-- fixed: gamepad L3 and R3 inputs did not undo or rotate, respectively, if focus was in the actions bar.

-- fixed: when in gamepad mode, menus in cut scenes were double-counting presses of the cancel button (B).

CraigStern

Pushed version 1.0.43 incorporating the past month's worth of engine improvements on behalf of Together in Battle yesterday.

New for 1.0.43a:

-- the game now displays new masteries upon level-up in the same progressive fashion.

-- fixed a dumb typo in some of Umber Gnawbone's dialogue in the Coria Dogs Basement fight.

-- fixed: the game was displaying new stat values and masteries in the level-up screen prior to the animation, undermining the effect of the change.

CraigStern

Pushed version 1.044 yesterday (consisting entirely of changes I made to the engine as part of Together in Battle development, but still very worthwhile IMO!)

New for 1.045:

-- updated scripting in the Training scene to teach gamepad controls instead of mouse and keyboard if the game detects that the player is playing with a gamepad.

CraigStern

-- updated scripting in the remaining tutorials through Caravan Battle to teach gamepad controls if the game detects the player is playing with a gamepad.

-- updated scripting in the free-roam tutorial in Bandit Fortress Entrance to teach gamepad controls if the game detects the player is playing with a gamepad.

CraigStern

For 1.0.45a:

-- fixed a bug caused by the background asset bundle not unloading after exiting the cut scene editor.


For 1.0.45b:

-- increased the font size for descriptions of difficulty settings in the introduction.

-- removed the keyboard hotkeys from action bar button tooltips when playing with a gamepad.

-- fixed a scripting error that was causing the game to still display mouse-and-keyboard instructions instead of gamepad instructions at one point in the Training map when playing with a gamepad.

-- fixed a scripting error in the Zash and Red fight that could occur when selecting Emma first on the first turn when playing with a gamepad.

CraigStern

For 1.0.46:

- fixed: Spike Traps in Coria Dogs - Ground Level were damaging characters twice upon being triggered.

CraigStern

- fixed: Spike Traps in Battle with Tarion were damaging characters twice upon being triggered.

CraigStern

For 1.0.47:

- rather than duplicating the left trigger's zoom function, the right trigger is now an automatic "End Turn" button.

- the game now automatically repositions the gamepad cursor when auto-panning the camera during in-battle dialogue.

- fixed: gamepad controls were no longer functioning properly in the shop tutorial.

- fixed: the gamepad would sometimes be locked out of movement during deployment due to an internal failure to clear dialogue triggered at the start of turn 0.

CraigStern

For 1.0.49:

- the game can now support non-Steam builds for other storefronts.

- fixed: triggers for certain unique dialogue in the final battle were not scripted correctly.

CraigStern

- fixed for 1.0.49a: the file with crucial scripts for in-game traps and space-swapping skills had accidentally been overwritten, causing the above-mentioned skills to no longer work correctly.

- fixed for 1.0.49b: auto-promotion via LevelUp was causing *every* character to auto-promote in Telepath Tactics Liberated because this campaign's Classes.xml file doesn't use the reqLvl attribute.

CraigStern

Put the finishing touches on a TTL build for GOG! :)

CraigStern

- fixed for 1.0.49c: sprite race overrides had stopped working in the main campaign, causing shadowlings to switch to a human sprite upon promoting.

CraigStern

Pushed version 1.0.50 a couple of weeks ago, intended to be the last regular patch for TTL.

- for the benefit of modders, I updated the moddable version of the main campaign with updated maps today.