News:

Welcome to the new Sinister Design forums!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - CraigStern

#3376
Heh. I'm glad you think so; I'm always worrying about the inadequacies of the game's AI. :)
#3377
I just downloaded and ran the game's installer and it worked fine. It sounds like your copy might have been corrupted. I'd try downloading it again.

On the map editor front: I just fixed a ton of problems with the map editor. ;)
#3378
Telepath Tactics (2015) / Re: Developer's Log
July 22, 2013, 05:08:18 PM
I've updated the map editor with a slew of bug fixes! There are no longer issues with loading or saving maps, and problems relating to loading the game's tilesets, objects and character classes have been resolved.

I've updated the map editor installers online; Map Editor Tier backers should download and replace their installs. (Note: you must also update your copy of the game itself if you want the updated map editor to work properly!)
#3379
I've fixed a few issues surrounding the use of scripts, including the one you mentioned. ;)

Now working on fixing the map editor.
#3380
Telepath Tactics (2015) / Re: Developer's Log
July 22, 2013, 01:59:51 PM
Fixed a bug where the game wasn't parsing scripts defined in individual levels.

Fixed a bug where all script actions were getting lumped together as if they were a single action.

Fixed a bug where using SetStat to increase a character's damage or drain amounts would sometimes send their health or energy into the negatives.

Added scripting documentation to the manual.


The installers have been updated online.
#3381
Telepath Tactics (2015) / Re: Developer's Log
July 22, 2013, 09:54:54 AM
You can now set character starting Energy on a team-by-team basis using the new Fatigue condition.

Fatigue take two parameters: army number and starting fatigue level. Starting fatigue level is a number between 0 and 1, and represents the percentage of a character's energy that will be missing at the start of a battle. 0 is 0% fatigue; 1 is 100% fatigue; 0.5 is 50% fatigue; and so on.

So, for example, this would make the player (army 0)'s characters start off with no Energy:

<Condition>Fatigue,0,1</Condition>

This would make the enemy (army 1) start off with its characters at half Energy:

<Condition>Fatigue,1,0.5</Condition>

(By default, the game starts all armies with a fatigue of 0.65, meaning that characters spawn with 35% of their maximum energy.)
#3382
Hm! That shouldn't be happening. I'll look into that.
#3383
Telepath Tactics (2015) / Re: Developer's Log
July 22, 2013, 09:35:38 AM
A couple of changes to exploration mode:


  • attacking no longer grays out a character in exploration mode
  • only non-damaging attacks now remain available to use in exploration mode (Shove, Pull, Levitate, etc.), mostly for the sake of puzzle-solving
#3384
Thanks for the heads up. I'll fix that in a moment.
#3385
Telepath Tactics (2015) / Re: Developer's Log
July 21, 2013, 02:34:00 AM
Stayed up late fixing bugs. Bugs fixed:


  • game camera now centers on characters correctly in fullscreen mode
  • stats no longer get screwed up in the battles after a character levels up and learns new attacks
  • the game once again forgives attacks accidentally launched on spaces where there is no valid target

The installers have been updated online.
#3386
The AI accounts for tile bonuses and penalties when it checks the damage a character would do with various attacks.
#3387
Telepath Tactics (2015) / Re: Developer's Log
July 20, 2013, 11:39:24 PM
New condition, Space Bonus, lets you pick a particular space on the battlefield and give it bonuses and/or penalties without having to muck around in TileData.

There are at least 2 parameters: specifically, Y and X coordinates for the space involved. If you leave it at that, the game will simply erase any bonuses or penalties from that space. Every 2 parameters you add on after that will specify an additional bonus or penalty. The third / fifth / seventh etc. parameter will be the name of the stat, and the fourth / sixth / eighth etc. will be the amount of the bonus / penalty.
#3388
Telepath Tactics (2015) / Re: Developer's Log
July 20, 2013, 11:14:51 PM
There is now a terrain effect for Perception as well (for maps with fog of war).
#3389
The thought haaaaaas crossed my mind a few times. However, I have new games I want to make, and making those is a higher priority for me than remaking things I've already made.

But hey: with that said, Telepath Tactics features mod support. If you wanted to remake them yourself, there's nothing stopping you. :)
#3390
Telepath Tactics (2015) / Re: Developer's Log
July 20, 2013, 05:59:23 PM
Telepath Tactics now supports terrain effects! You can dynamically modify any of the following based on what space a character is standing on: Strength, Psy Power, Psy Defense, Dodge, Accuracy, and any of the various resistances. (For the resistances, you can lay them each out individually--Pierce Res., Slash Res., Crush Res. Mental Res. etc.--or else affect them all at once just using the catch-all word Resistance.)

To set up a space to alter a character's stats while they stand on it, go into TileData and add a special attribute right after element for the tile you want to do this. For each stat to effect, use two values delimited by a comma: the stat name and the amount that gets added to the stat (this can be a negative value if you want it to be a penalty instead of a bonus). To affect multiple stats, delimit each with a forward slash. For example:

<Tile fileName="tile0001.png" passability="all" dmg="0" element="" special="Strength,-1/Dodge,10/Resistance,10"></Tile>

This will cause the space to give whatever character stands on it a 1 point Strength penalty, but +10 to Dodge and Resistance percentages across the board.

Also, unrelated: swimming characters now always have their Dodge reduced to 0 until they emerge onto land.