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Messages - CraigStern

#481
Telepath Tactics Liberated (2022) / Re: Dev Log
May 10, 2022, 11:37:57 AM
Improvements for 1.0.25:

-- updated the Guide with documentation on directly accessing and editing Special Stats for units: name, facing, coordinates, class name, and so on.
#482
-- fixed: certain response lines were using the wrong pronoun special character, causing the game to refer to the listener instead of the speaker.
#483
-- created a Drowning Res. icon, added it to the game.

-- fixed outdated description for the Bad Joints trait.

-- fixed: the game was not parsing the -CLASS2- special character in dialogue.
#484
Telepath Tactics Liberated (2022) / Re: Dev Log
May 06, 2022, 12:59:39 PM
-- the game now lets you place traps and build on spaces containing item sacks! :)

-- fixed inaccurate item description for Partial Plate.

-- fixed: upon Frozen status ending, the stat effects from Frozen were being redoubled instead of reversed under some circumstances.

-- fixed: actions that trigger a script in exploration mode (like grabbing a loose item sack) could result in the game initiating a drag-pan without the player clicking.

-- fixed: the game was inappropriately playing the "thud" sound effect when defeating a character on the same space as a destructible object, as though the character had been dropped from a height.

-- fixed: non-flying characters were being placed too low when spawning atop boulders or other Flying-passability objects in water or lava (or ending up there via the use of Move skills).

-- fixed: characters submerged in water or lava were unable to swim onto boulders or other Flying-passability objects also present within the liquid.

-- fixed: the game would show skill targeting tiles on land spaces containing Flying-passability objects for characters using Swim even though these spaces could not be moved onto.

-- fixed: rotating a character at the tail end of a lengthy skill animation would sometimes cause the character to repeat that animation from the start.
#485
Telepath Tactics Liberated (2022) / Re: Dev Log
May 05, 2022, 08:04:46 PM
Improvements for 1.0.24:

-- implemented a constellation of improvements to the game's pathfinding algorithm for calculating moves that won't pay off that same turn, especially when navigating circuitous paths.

-- when calculating the consequences of attacking a target with an OnDeath skill, the AI now accounts for damage not just to the attacker, but to the attacker's allies as well.

-- shifted reinforcement spawns forward one turn in Coria Bridge Battle so enemies appear on the player's turn.

-- fixed: Hide was in the skill progression for both Blackguards and Whispers, rendering the Whisper promotion choice redundant.

-- fixed: move skills like Leap were treating destructible objects with a passability of Shoot Through as though they had a passability of Flying.

-- fixed: if a flying character gained the Levitating status effect and it wore off when over water, the character would fall into the water despite the fact that their base movement type remained Flying. (Granted, there is zero reason for a flying character to receive Levitating status in the first place, but there you have it.)

-- fixed: the dialogue editor could throw range errors when editing scripts or dialogue after narrowing the visible selection of scripts or dialogue via the search bar.
#486
Together in Battle / Re: demo observed bug list
May 05, 2022, 01:35:31 PM
Thanks for the suggestions!
#487
TSoG / Re: Small Question
May 05, 2022, 01:33:30 PM
Thanks for the interest! Unfortunately, this game uses Adobe AIR, which means I cannot reasonably put on Steam in its current form. Worse, I no longer possess the version of Flash this game was made in. If it is ever to come to Steam, it'll have to be years down the road as part of a complete remake.
#488
-- fixed some issues with the Save Grandpa mission that cropped up due to changes to the game over the past year.

-- fixed: Hide was in the skill progression for both Blackguards and Whispers, rendering the Whisper promotion choice redundant.
#489
Together in Battle / Re: demo observed bug list
May 03, 2022, 06:20:50 PM
Well, I've fixed the issue with that side mission, but Steam's servers seem to be having a problem. I'll upload it when I can get in.
#490
Together in Battle / Re: demo observed bug list
May 03, 2022, 05:13:57 PM
Thanks for the report!

By default, the game tries to always generate at least one Psy Healer or Gasul among the starting group of recruits. And to answer your question: yes, I have played through on Brutal difficulty. It is definitely possible to hit the salary payout on payday, though you may end up needing to hit the recruitment office more than once to fill out a team if you get too many characters with exceptionally high salary requirements. (The base game does not offer shadowlings or spriggats from day one, which may affect this.)
#491
Telepath Tactics Liberated (2022) / Re: Dev Log
May 01, 2022, 01:21:17 PM
-- you can now browse and edit an unlimited number of actions per branch in the dialogue editor's Edit Branch window (as opposed to being limited to only 6).

-- fixed: using the mouse wheel to zoom in or out in the dialogue editor while within the map editor would also zoom the camera within the map editor.
#492
Together in Battle / Re: Together in Battle Dev Log
April 30, 2022, 06:36:23 PM
-- fixed: returning to the shop would not return the info bar to the screen.

-- fixed: the mechanic portrait would not reappear after finishing up shopping for golems.

-- fixed: tics and laugh phrases could end up displaying the wrong pronouns when used in a response line in camp.

-- fixed: the game would not process the approaching character's name when supplying a generic approach line for the character after failing to find a specific one.
#493
Together in Battle / Re: Together in Battle Dev Log
April 29, 2022, 12:53:00 PM
-- added some basic difficulty options to the demo.

-- fixed: the proceed anyway button on the "insufficient recruits" warning in the recruitment menu was incorrectly formatted.
#494
Telepath Tactics Liberated (2022) / Re: Dev Log
April 29, 2022, 12:35:09 PM
-- the Stunned status effect now drops a unit's Drowning Resistance by 100, doubling drowning damage for most characters.

-- tamped down the strength of the back cover modifier in the AI somewhat.

-- the back cover modifier is no longer applied for moves where the user can continue moving after using their skill.

-- incorporated back cover considerations into the AI's retreat routine.

-- updated the auto-loot wording on the victory screen to help distinguish it from sacks grabbed manually.

-- new script action: SaveChar. This tells the game to mark a particular character for saving even if that character is not recruited to the player's army. This allows you to have the game remember the condition of allied or enemy units between maps, and lets you create persistent proc gen characters who don't join the player's roster.

-- fixed: the materials and quality parameters for generated equipment in the GenerateUnit and GenerateUnique script actions weren't being passed through to the character generator, resulting in all generated equipment for proc gen units being of uniformly terrible quality.

-- created a new item: Protector's Manual. What does it do? It's a mystery! ;)
#495
Telepath Tactics Liberated (2022) / Re: Dev Log
April 28, 2022, 02:11:01 PM
Improvements for 1.0.23:

-- Telepath Tactics Liberated now supports Remote Play Together! Play Multiplayer, the PVP of Emma Strider, and other multiplayer campaigns with Steam friends over the internet using Steam's built-in Remote Play Together functionality.

-- skills which depend upon a weapon but do no damage (such as Feint) no longer degrade the weapon when used.

-- fixed an issue that was causing the skills learned at each level to be learned in reverse order.

-- fixed a range error in the code caused by using a knockback skill on a unit subject to a Hold.

-- fixed a null error when player-controlled characters tried to move out of a Hold space created by a character of another army.

-- altered graphics for the Wildflower and WildflowerAlt objects to make them look better with the new, deeper drop shadows.

-- fixed: chests and other destructible objects shoved or pulled into water/lava would disappear below the waterline, then reappear inside the ground if pulled back out.

-- fixed: chests and other destructible objects shoved or pulled into water/lava were not spraying water or lava particles, as the game was detecting those objects already present on the space and incorrect assuming that they were landing on top of themselves.

-- fixed: the game was double-playing the "thud" sound upon units swimming onto land/being pulled out of water.

-- fixed: in some instances, it was possible for character portraits in the reserve supplies screen to remain shaded based on their desire for an item even after the item was no longer moused over.