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Together in Battle Dev Log

Started by CraigStern, February 06, 2020, 05:37:30 PM

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CraigStern

#1110
  • in free movement mode, if the free mover doesn't fly, they can now drop into water or lava, at which point they will become submerged and begin taking damage over time. Free-moving in water or lava is slow and has inertia to it, and surrounds the character with a special visual effect (foam for water, or freshly disturbed lava for lava). Facing a space of dry land of the correct elevation and pressing space (or, if playing with gamepad, the A button) will cause the character to automatically hop back onto land.
  • improved the visual effect for splashing into water (there is now a ring of white foam upon impacting with the water's surface).
  • new unit trigger: Pressure Once. This is a normal Pressure trigger, except that the trigger is removed from the object once it's been activated.
  • fixed: in the map editor, certain menus (most notably ones checking if you want to save the map) could easily get obscured by unit tooltips.

CraigStern

  • in the dialogue editor, each dialogue branch's name (if one has been assigned) is now openly displayed next to the branch number. This makes it much quicker and easier to keep track of what branches lead where within branching dialogue trees.
  • in the dialogue editor, branch name and speaker name are now displayed in different colors from dialogue text, making everything much more readable at a glance.

CraigStern

#1112
  • to make up for the fact that unit tooltips no longer pop up during attack targeting, the one truly crucial bit of contextual information they contain--whether the target has counterattacks available--is now replaced by an indicator within the targeting reticle itself. If a skill's target is capable of counterattacking you, a flashing counterattack icon will now appear in the bottom-right of the targeting reticle to warn you.
  • when you move a character, the game now attempts to follow the exact sequence of spaces you traced out on the battlefield instead of picking a path on its own. This should mean that players no longer need to move in multiple stages to avoid having the game route them through traps. You can "backtrack" and the game will remember the previous bits of your route. (Note that if you draw a route that exceeds the mover's maximum available steps, the game will throw out your route and generate its own route as before, but you can simply move the cursor back over the mover to start over with your own route.)

CraigStern

#1113
  • UI improvement: if an enemy has been clicked to display their move-and-attack range, their range will remain onscreen after you click undo or move one of your own units, updated to reflect any changes to spaces they can reach.
  • fixed: after concluding dialogue mid-battle with one of multiple adjacent talk options, the "Talk to Whom?" text overlay would reappear onscreen.
  • fixed: when playing with gamepad, the Objectives reminder window would remain onscreen if the player attempted to close it with the B button.
  • fixed a few unintended behaviors when the Objectives reminder window if playing with gamepad.
  • fixed: when playing with gamepad, the gamepad cursor could be misaligned when moving over the day log button within a calendar cell.

CraigStern

#1114
  • UI improvement: added icons to all of the buttons in the battle menu for better legibility.
  • UI improvement: when testing a custom campaign, the main menu quit button now reads "Quit to Editor" instead of "Quit to Title Screen."
  • fixed: when playing with gamepad, the glossary would not gain gamepad focus after attempting to open the Glossary within battles.
  • fixed: when playing with gamepad, the gamepad cursor could be misaligned when moving over main menu buttons within a cutscene.
  • new script action: SetExitArea. Creates a new ExitArea--or, if an existing ExitArea was named, alters its properties. Parameters: exit name, loads scene, top Y, bottom Y, left X, right X, spawn facing (optional), spawn Y (optional), and spawn X (optional).
  • new script action: RemoveExitArea. Removes an ExitArea from the map. One parameter: exit name.
  • added 3 new text sprites that can be used in dialogue and custom menu buttons: Restart, Settings, and Surrender.

CraigStern

#1115
  • fixed: the image for the Void Cloak was not appearing due to a formatting error.
  • in the dialogue editor, mousing over a dialogue branch now pops up a tooltip previewing the branch's replies and telling you how many script actions live on that branch.
  • in the dialogue editor, script actions and replies attached to a dialogue branch have now been given Clone buttons to let you quickly create a copy of an existing action or reply.
  • in the shop editor, each stock has now been given a Clone button to let you quickly create a copy of it.
  • added generic bronze weapons to the default selection of items available in custom campaigns.
  • new custom campaigns now come with versions of the old Telepath Tactics Liberated cast who've had their stats adjusted to better harmonize with TIB; they've also been assigned skin and hair palettes for their sprites to align with their portraits. Many of these characters have also been de-leveled to level 1 for immediate use at the start of a campaign.
  • when a map is renamed in the map editor, the file bearing the old name is now automatically deleted.
  • when a cutscene is renamed in the cutscene editor, the file bearing the old name is now automatically deleted.
  • added support for confirming choices via the Enter key to all remaining menus in the map editor and cutscene editor.

CraigStern

#1116
  • bottomless chasms can now be dropped into in free movement mode! (They are, of course, instant death.)
  • levitating and heavy status effects now work correctly with free movement mode.
  • increased unit tooltip opacity to 75% for readability.
  • added extra logic for closing the quick-access inventory window after using an item or when hitting Escape/right-clicking the battlefield/pressing B on the gamepad.
  • fixed a bunch of edge cases where the new move routing logic could break.
  • fixed: visiting the recruiter with 1 time point left, then immediately leaving would result in the player returning to town with a full 2 time points to spend.

CraigStern

  • in the map editor, the procedural character generator within the new unit window now supports specifying skin and hair palettes for the character, and now contains a continuously updating sprite preview to show you what the resulting colors will be.