MeshiSOFTWORKS - Vessel Tactics v0.5 Release!
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NOTE: Because this was taking too long, modding has, once again, been shafted, but will return in a bug fix soon.Changelog:
Added Harpy Wingmaiden
Added Harpy Raptor
Added Harpy Duchess
Added Marionette
Added Patra Bunny skin
Unified the separate Unit data classes UnitInfo and UnitStorage into one Unit class, eliminating duplicate functions and the need for a StorageInfo helper class to bridge the two.
Created a UnitBattle class which hooks onto a Unit and manages battle data and events.
Completely destroyed old battle system which aggressively checked for state changes each frame. Created new a battle system, which functions via callbacks.
Changed battle from being phase based to turn based.
In-battle inputs now handled centrally by battlemanager rather than individually by units
Changed event system from queueing events and aggressively checkings for event advancements each frame to create an event queue where each event naturally calls the next and then closes the event scene when finished.
Completely reworked UI system, each button is now a subclass storing its own function, variables, and undo action.
Reworked tilemap, each tile is now stored in a dictionary by its x,y position and tile lookups resort to raycasting as a last resort.
Created new AI which calculates the relative value of each available option for each unit and picks the best one as opposed to simply picking the first available option from a tree.
Battle scenes optimized
New water added
Reworked input handling, inputs are now read much more strictly. Added button remapping to the game, though this is currently unused as controller support is not available
Created new battle UI
Created new UI for combat scene
Created combat intro and outro
Reworked lobby to have cleaner navigation and logic in editor
Attack, skills, and statuses no longer rely on global variables. They now require all relevant information to be passed each time any of their actions are called.
Attacks, skills, and statuses placed in Dictionaries
Most magic numbers replaced with const ints or enums. String to int converter created for const int ids.
Stomachs no longer manage themselves or store data relating to prey, they purely manage their own function and digestion.
Gacha animation completely changed. Rarity fakeout added
Dyson preview added to lobby
Stomach target to be fed to menu added for secretaries (Needs dialogue)
Click sparks added to lobby
UI animations added to lobby
Directional chibi shadows added to battle scene
Chibis now visible through walls in their team colors
Camera can now zoom out and move to an overhead view
Expression and speech handling merged
Speech files no longer require '|' and the beginning and end of each phrase.
Secretary lines will now randomly pick from one of the available lines rather than requiring explicit RNG each time.
Secretary lines will now play relevant interact noise without needing them to be defined in the speech file.
Card, attack, etc. calls now use ID names instead of magic numbers in speech files.
Speech lib transformed into a static class
StaticRef, an object reference singleton destroyed, replaced with GameManager with narrower role of managing settings, inputs, and data across scenes.
Tile flood fill is no longer recursive, runs much faster and more stably
Tile pulses clarified to have a clear separation between pathfinding and range finding
Tiles colors under units updated to make movement selection clearer
Unit chibis placed on canvas, each now uses a health bar to indicate its team
Each unit image now uses a UnitImage to manage position, size, and all necessary functions and animations.
All bars now work with one script, with the addition of function calls on bar empty or fill
Sprite data handling overhauled, main sprites now use same format as mod sprites
Sprites now automatically cropped to content before being stored, decreasing sprite load times and game size
Sci-fi bits in sandbox scene now glow correctly
Outline added to sprites in battle scene
Damage number popups added to combat
Camera now smoother and faster
Separate lobby and battle printers combined, speech event function handling removed from printer
Many explicitly spaced UI elements replaced with layout groups
Tooltips added to status menu
Skill icons added to status menu (Most units do not currently have icons)
Biometrics added for each unit
Reference names for units are no longer abstract
Hook now allows any datatype to be stored tied to a string and self-manages data conflicts and removal
TextReplace now uses a dictionary instead of an if else chain
Units in battle now only require a UnitSetup object, all others will be added automatically
All battle setup now performed through one place in battlesettings
Level up window now displaying exp bars for each stat alongside a prey absorbed display
Certain formulas such as struggle or hit rates rebalanced
Attacks now explicitly define their own damage and hit formulas
Attacks no longer create and populate confirm window
Normal, damaging attacks now all lumped together
Most coroutines replaced with UniTask
Most Animations replaced with DoTween
Many variables which either overlap with the same variable in a different class or benefit from updating each time they are called replaced with properties
Spawn menu created
Right-clicking in battle now opens menu to save and quit, return to lobby, and more
Options menu completely revamped, each option is now a subclass managing itself
Universal modular popup menu with optional timer added
New audiomanager ported from VD
Flying units now float in place and can move to tiles of any height
in-battle vore updated to reduce the number of redundant functions and attempt to force the many different possible situations through as thin a funnel as possible
Prey now stored in a Dictionary alongside their stomach of occupation. Prey store their own pred and predstomach
Preystates removed entirely. Prey now refer to the state of their predstomach to see if they are being digested, healed, or safe
Project upgraded to Unity 6.3
Story features removed pending a proper story implementation
Arrow now hovers over selected unit
Battle autoplay added
Added new logging system with cool ascii art and better privacy
Other stuff I forget
NOTE: Because this was taking too long, modding has, once again, been shafted, but will return in a bug fix soon.Changelog:
Added Harpy Wingmaiden
Added Harpy Raptor
Added Harpy Duchess
Added Marionette
Added Patra Bunny skin
Unified the separate Unit data classes UnitInfo and UnitStorage into one Unit class, eliminating duplicate functions and the need for a StorageInfo helper class to bridge the two.
Created a UnitBattle class which hooks onto a Unit and manages battle data and events.
Completely destroyed old battle system which aggressively checked for state changes each frame. Created new a battle system, which functions via callbacks.
Changed battle from being phase based to turn based.
In-battle inputs now handled centrally by battlemanager rather than individually by units
Changed event system from queueing events and aggressively checkings for event advancements each frame to create an event queue where each event naturally calls the next and then closes the event scene when finished.
Completely reworked UI system, each button is now a subclass storing its own function, variables, and undo action.
Reworked tilemap, each tile is now stored in a dictionary by its x,y position and tile lookups resort to raycasting as a last resort.
Created new AI which calculates the relative value of each available option for each unit and picks the best one as opposed to simply picking the first available option from a tree.
Battle scenes optimized
New water added
Reworked input handling, inputs are now read much more strictly. Added button remapping to the game, though this is currently unused as controller support is not available
Created new battle UI
Created new UI for combat scene
Created combat intro and outro
Reworked lobby to have cleaner navigation and logic in editor
Attack, skills, and statuses no longer rely on global variables. They now require all relevant information to be passed each time any of their actions are called.
Attacks, skills, and statuses placed in Dictionaries
Most magic numbers replaced with const ints or enums. String to int converter created for const int ids.
Stomachs no longer manage themselves or store data relating to prey, they purely manage their own function and digestion.
Gacha animation completely changed. Rarity fakeout added
Dyson preview added to lobby
Stomach target to be fed to menu added for secretaries (Needs dialogue)
Click sparks added to lobby
UI animations added to lobby
Directional chibi shadows added to battle scene
Chibis now visible through walls in their team colors
Camera can now zoom out and move to an overhead view
Expression and speech handling merged
Speech files no longer require '|' and the beginning and end of each phrase.
Secretary lines will now randomly pick from one of the available lines rather than requiring explicit RNG each time.
Secretary lines will now play relevant interact noise without needing them to be defined in the speech file.
Card, attack, etc. calls now use ID names instead of magic numbers in speech files.
Speech lib transformed into a static class
StaticRef, an object reference singleton destroyed, replaced with GameManager with narrower role of managing settings, inputs, and data across scenes.
Tile flood fill is no longer recursive, runs much faster and more stably
Tile pulses clarified to have a clear separation between pathfinding and range finding
Tiles colors under units updated to make movement selection clearer
Unit chibis placed on canvas, each now uses a health bar to indicate its team
Each unit image now uses a UnitImage to manage position, size, and all necessary functions and animations.
All bars now work with one script, with the addition of function calls on bar empty or fill
Sprite data handling overhauled, main sprites now use same format as mod sprites
Sprites now automatically cropped to content before being stored, decreasing sprite load times and game size
Sci-fi bits in sandbox scene now glow correctly
Outline added to sprites in battle scene
Damage number popups added to combat
Camera now smoother and faster
Separate lobby and battle printers combined, speech event function handling removed from printer
Many explicitly spaced UI elements replaced with layout groups
Tooltips added to status menu
Skill icons added to status menu (Most units do not currently have icons)
Biometrics added for each unit
Reference names for units are no longer abstract
Hook now allows any datatype to be stored tied to a string and self-manages data conflicts and removal
TextReplace now uses a dictionary instead of an if else chain
Units in battle now only require a UnitSetup object, all others will be added automatically
All battle setup now performed through one place in battlesettings
Level up window now displaying exp bars for each stat alongside a prey absorbed display
Certain formulas such as struggle or hit rates rebalanced
Attacks now explicitly define their own damage and hit formulas
Attacks no longer create and populate confirm window
Normal, damaging attacks now all lumped together
Most coroutines replaced with UniTask
Most Animations replaced with DoTween
Many variables which either overlap with the same variable in a different class or benefit from updating each time they are called replaced with properties
Spawn menu created
Right-clicking in battle now opens menu to save and quit, return to lobby, and more
Options menu completely revamped, each option is now a subclass managing itself
Universal modular popup menu with optional timer added
New audiomanager ported from VD
Flying units now float in place and can move to tiles of any height
in-battle vore updated to reduce the number of redundant functions and attempt to force the many different possible situations through as thin a funnel as possible
Prey now stored in a Dictionary alongside their stomach of occupation. Prey store their own pred and predstomach
Preystates removed entirely. Prey now refer to the state of their predstomach to see if they are being digested, healed, or safe
Project upgraded to Unity 6.3
Story features removed pending a proper story implementation
Arrow now hovers over selected unit
Battle autoplay added
Added new logging system with cool ascii art and better privacy
Other stuff I forget
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