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#1
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Yesterday at 11:36:03 AM
  • skill buttons now support multiple layers of semi-transparent images on top of the base skill image.
  • the skill chooser window now shows appropriate images for counterattacks gained on level-up.
  • when you choose to play in roguelike mode, the game now prevents the Skill Advice camp event from appearing in the events list.
#2
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 19, 2026, 08:51:03 PM
  • upon starting a new playthrough in roguelike mode, the game now automatically enables Choose Skills mode. This is intended to make roguelike mode feel like more of a distinct experience and not just "base game but harder."
#3
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 17, 2026, 05:31:17 PM
  • new level-up mode supported: Choose Skill. Any time a character is due to gain a skill, mastery, or proficiency upon leveling up, you instead get to pick one out of three options. This erases part of the natural differentiation between characters, as you can choose to simply have all characters of a class learn the same skills--but in exchange, it provides greater control over each character's development.
  • fixed: sometimes, the level-up screen could produce an inappropriately long delay before displaying the leveling character's new skills or non-skill, non-stat improvements.
  • new script action: ChooseSkillsOnLevelUp. This lets you turn on (or off) "Choose Skill" mode for character level-ups. It has one parameter: true or false.
#4
General Discussion / Re: So, what do you think?
Last post by shoulderbubble - April 16, 2026, 04:35:59 AM
That sounds a bit like an organized "gaming affair"—but as long as you eventually come back to Telepath Tactics, I doubt anyone will get jealous! 😄
#5
General Discussion / Re: So, what do you think?
Last post by Henjamin - April 16, 2026, 04:10:49 AM
I totally get where you're coming from about wanting to play some free games together. Would you be interested in organizing a specific game night for one of those titles, like TF2 or Minecraft?
#6
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 08, 2026, 11:03:40 AM
  • created a new UI icon: Skull.
  • when an attack will bring the target to 0 health or less, the heart symbol on the preview health bar is now replaced with a skull symbol to signify that this will take the target out of the fight.
  • fixed: when opening the reserve supplies screen, the screen now force-resets the flag to mark whether the player is dragging an item to false, preventing ghost item images from following the cursor if there was an error that prevented the game from recognizing the end of item dragging previously.
#7
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 07, 2026, 05:43:53 PM
  • fixed: selecting "Skip Daytime Phase" in the main menu in town after characters had been sent out on caravan guard or cavern exploration jobs would result in the scenes where those jobs played out getting skipped as well.
  • fixed: character tooltips were no longer showing up when mousing over units already on the battlefield during deployment.
  • fixed: money and food text could slightly overflow the intended area of the info bar if the player really stocked up.
#8
TSoG / Re: Orbs
Last post by Dipak - April 06, 2026, 09:49:13 PM
I've used it quite well.
#9
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 02, 2026, 02:33:25 PM
Hotfix version 1.1.01b:

  • UI improvement for gamepads: implemented the new 2d grid menu navigation logic for character inventories within the reserve supplies screen, fixing situations where the game's arbitrary 2D gamepad element navigation logic failed in that menu.
#10
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - April 02, 2026, 11:27:14 AM
  • fixed: when playing with gamepad and using the shoulder buttons to switch character inventories within the reserve supplies unit inventory submenu, the gamepad menu elements were not refreshing flags for whether each button was active, leading to certain items becoming unselectable when moving from a character with more items to a character with less items.
  • fixed: when playing with gamepad and going to the second page of the deployment menu, upon returning to the first page of the deployment menu, all character buttons that weren't active on the second page of the menu would become unselectable.
  • fixed: when playing with gamepad, opening the main menu from the deployment menu and then closing it would cause the actions bar to inappropriately appear onscreen.
  • fixed: the Drop button in the item interaction submenu was inappropriately redded out for Quest items within a particular character's inventory subwindow in the reserve supplies screen even though such items can, in fact, be stored.