1. Together in Battle
  2. News
  3. Some small fixes and improvements

Some small fixes and improvements

[h3]Just a small update with improvements and some bug fixes: [/h3]
  • [p]added in version 1.0.50k: the procedural battle generation algorithm now applies a negative weight to spaces close to treasure chests, making it less likely that enemies will spawn within move-and-attack range of chests. [/p]
  • [p]fixed in version 1.0.50k: two different move-clearing methods in the game's AI module were conflicting when an AI character stopped moving due to wandering into a Hold, causing the second method to fail to recognize the held character as the current character and then fail to call for the execution of the next move in the AI module.[/p]
  • [p]fixed in version 1.0.50k: it was still possible to get tooltips stuck onscreen when menus were in the process of appearing.[/p]
  • [p]fixed in version 1.0.50m: when a character finished acting and their experience bar was animating to full, there was a short window where you could click to select a new character between the experience bar filling up and the level-up screen popping onscreen. This would both interrupt the level-up screen and prevent the actions bar from reappearing.[/p]
  • [p]fixed in version 1.0.50n: when playing on Relaxed difficulty, a script action in Battle in the Print Shop was referencing the wrong coordinates, causing a window to gain passability Closed, thereby preventing characters from shooting through it.[/p]
  • [p]fixed in version 1.0.50n: in Battle in the Print Shop, the central bowmen and guards near the top of the map would not react to enemies entering their move-and-attack range unless Sandesh Andhera had already reached the ledger.[/p]
  • [p]fixed in version 1.0.50n: if Sandesh Andhera reached the table with the ledger in Battle in the Print Shop, the game would replace the wrong table object on the battlefield.[/p]
  • [p]fixed in version 1.0.50n: stripping one specific type of non-aggro AI tag from an aggro group (e.g. Inactive or Passive) via a script action such as RemoveTag would automatically result in every other type of non-aggro AI tag also being stripped from that aggro group.[/p]
  • [p]fixed in version 1.0.50n: one particular grass-chasm variant tile among dozens had incorrect rotation data.[/p]
  • [p]fixed in version 1.0.50o: some of the unit buttons in the reserve supplies screen (characters 10 through 15) had misaligned mouseover tooltips.[/p]
  • [p]fixed in version 1.0.50o: if the player chose to undertake an action that would return them to camp late (such as rescuing the blacksmith), any plot event scheduled to occur in camp that evening would be skipped--and not rescheduled.[/p]
  • [p]fixed in version 1.0.50p: a few of the custom dialogue lines in the custom character maker had incorrect settings attached to them that could make them save in the wrong spots.[/p]
  • [p]fixed in version 1.0.50p: the game would create log files whenever the player hit the 'L' key when typing in text in the custom character maker.[/p]
[p][/p][h3]Gamepad fixes:[/h3]
  • [p]fixed in version 1.0.50l: when playing in gamepad mode, if you tried to end combat deployment without filling all of the allowed deployment spots, the game would fail to switch gamepad focus to the popup window asking if you're sure you want to proceed. [/p]
  • [p]fixed in version 1.0.50l: when playing with gamepad controls, in battles where a character left the battlefield via a dialogue option upon moving onto a designated space, the game could throw a null error when checking for interactables adjacent to the now-missing character.[/p]
  • [p]fixed in version 1.0.50l: when playing with gamepad controls, using "B" to back out of the save game menu mid-battle would inappropriately return gamepad focus to the battlefield instead of to the new turn window.[/p]
  • [p]fixed in version 1.0.50l: under rare circumstances, when playing with gamepad controls, it was apparently possible for the gamepad cursor to end up with focus in the Actions Bar even after the victory screen came up at the end of battle.[/p]
  • [p]fixed in version 1.0.50l: gamepad cursor alignment was off on numerous buttons in the reserve supplies screen following its redesign.[/p]
  • [p]fixed in version 1.0.50l: when playing with gamepad controls, the gamepad cursor was not visible on the victory screen when clicking to continue at the end of battle.[/p]
[h3]And for the campaign creation suite: [/h3]
  • [p] added in version 1.0.50k: the campaign creation suite's character creator now lets you specify a class when procedurally generating a random character, with predictive text prompting based on the selected species.[/p][p][/p][p][/p]
  • [p] fixed in version 1.0.50k: 19 of the proc gen dialogue line variants in CharAttributes.xml for custom campaigns were still using the deprecated -STR:TeamName- special character in lieu of -ARMYNAME-. [/p]
  • [p] fixed in version 1.0.50k: in the creation suite's character creator, abandoning a character to start making a new character was not working as intended.[/p]
  • [p] fixed in version 1.0.50k: in the creation suite's character creator, creating characters of a particular class would cause that class to stop appearing in the character class list until the editor was exited and reentered.[/p]
  • [p]fixed in version 1.0.50m: the New Campaign button's tooltip in the campaign editor was displaying an outdated file path for where the campaign would be created (saying "Telepath Tourney" instead of "Together in Battle").[/p]
  • [p]fixed in version 1.0.50m: the invisible button in the campaign editor to edit a campaign's name and description was no longer in the correct location; it is now once again fully covering the area where the campaign's name appears.[/p]
  • [p]fixed in version 1.0.50m: updating a custom campaign's description did not refresh its description in the campaign list, causing the old description to reappear upon clicking the campaign's name a second time.[/p]
  • [p]added in version 1.0.50n: the character creator now lets you set a character's romantic preferences alongside their other traits.[/p]
  • [p]fixed in version 1.0.50n: loading a character in the character creator was not setting the trait pickers to reflect their personality, physical traits, or background.[/p]
  • [p]fixed in version 1.0.50n: babble dialogue noises could still play on dialogue branches where actual voice acting had been initiated via the PlayDialogue script action, thereby overriding the playback of the VA dialogue.[/p]
  • [p]fixed in version 1.0.50p: a null error had started occurring when hitting "New Character" right after creating a new campaign in the campaign editor.[/p]
  • [p]fixed in version 1.0.50p: the engine would suffer a null error if the player used the Recruit script action in OnLoaded dialogue at the start of a battle and then attempted to load that character into the deployment screen.
    [/p]
[p]In other news, in case you missed it, our campaign creation contest is now underway--create your own mini-adventure and send it to me by mid-October, and I'll play it on stream. (You could even win a prize!) More details here: [dynamiclink][/dynamiclink][/p][p]Tactically yours,[/p][p][/p][p]Craig[/p]