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#1
General Discussion / 123
Last post by Orlandopek - Yesterday at 12:48:53 AM
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#2
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 28, 2026, 04:08:58 PM
Hotfix version 1.1.01a:

  • in version 1.1.01a: increased the size of the damage preview health bars by 20%.
  • fixed in version 1.1.01a: flashing health bars weren't displaying for the target for impact damage with Kinetic Pull.
  • fixed in version 1.1.01a: if you saved the game on the victory screen and reloaded, you would be awarded the spoils of the fight a second time.
  • fixed in version 1.1.01a: if you saved the game on the victory screen and reloaded, you could be inappropriately advanced beyond your current league fight.
#3
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - March 26, 2026, 10:31:16 PM
For the version 1.0.61c:

  • UI improvement: when playing with gamepad, you can now inspect skill buttons on the level-up screen.
  • UI improvement: the weapon switch button is now labeled as such in its tooltip, and has been moved to the corner of the screen (into the same spot as in Together in Battle).
  • fixed: the new 2D grid logic for browsing character inventories in the reserve supplies screen was missing some necessary code, and so was behaving like a linear menu instead.
  • fixed: button tooltip text in the actions menu in battle could overflow their backgrounds.
  • fixed: when playing with gamepad, the victory box could lose focus after suffering a defeat in battle.
#4
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 25, 2026, 01:29:26 PM
  • UI improvement: when mousing over a skill target, the game now displays a health bar at the bottom of their targeting reticle with the proportion of health they stand to lose (or gain) flashing in white!
  • UI improvement: when mousing over a skill target that can counterattack, a health bar will be displayed beneath the attacker showing with the proportion of health they stand to lose (or gain) from the counterattack flashing in white.
  • UI improvement: when mousing over a knockback target, a health bar is now also displayed for any unit they're going to be knocked into with their own proportion of health to be lost flashing in white.
  • fixed: the counterattack icon in the targeting reticle was sometimes not playing its flashing animation.
  • fixed: a character tooltip could be displayed twice consecutively due to multiple tooltip timers being added.
  • fixed: Multiplayer Arena still wasn't unlocking as intended for some players.

Dropped the above as version 1.1.01.
#5
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 24, 2026, 10:53:11 AM
  • UI improvement: in-battle unit tooltips for characters on the leftmost 1/3rd of the screen now appear to the left of the unit so as to avoid covering the area the player is focused on.
  • free movement improvement: fixed an issue where standing still next to multiple units and then moving into one of those units to shove it wouldn't work (you would have to move away, then come back and reinitiate the collision to shove).
  • free movement improvement: the game is now forbidden from detecting freefall during the half second after a unit spawns so as to prevent the game from spawning dust particles and the "jump landing" sound effect every time you switch scenes.
  • free movement improvement: increased the minimum downward velocity necessary for the game to detect a soft freefall.
#6
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 23, 2026, 06:30:15 PM
For the next update:

  • fixed: four variant lines of background dialogue about having a bad relationship with the grandparent or grandparents who raised a character could not be selected due to misformatted tags requiring certain biographical details.
#7
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 22, 2026, 10:55:30 AM
  • in version 1.1d: pop-up text telling you an item can't be used, equipped, unequipped, given, or dropped in certain contexts are now hooked up to localization.
  • fixed in version 1.1d: certain properties were not getting carried over when the game cloned a dialogue branch, which could sometimes lead to the input text field not appearing or dialogue throwing a null error.
  • fixed in version 1.1d: it was possible to give personal items in battle or in the reserve supplies screen.
  • fixed in version 1.1d: it was possible to give items in the reserve supplies screen if the giver was Enthralled.
#8
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 21, 2026, 09:53:47 AM
  • fixed in version 1.1c: it was possible to unlock Multiplayer Arena but still not see it in the New Game menu's campaign list afterwards.
  • fixed in version 1.1c: if a unique character reached 0 health from Burning applied by another unique character, the defeated character's defeat bark would be overriden by the victor's victory bark.
  • fixed in version 1.1c: Multiplayer Arena had an outdated campaign description.
  • fixed in version 1.1c: some of the text in the main menu screen for Multiplayer Arena was difficult to read against the background.
  • fixed in version 1.1c: with the right timing and the use of sprinting, it was possible to jump on top of destructible objects intended to be impassable in free movement mode.
#9
Hi Olenna! What do you mean when you say "their icon still appeared in the turn tracker"? There is no turn tracker in Telepath Tactics Liberated; there isn't a character-specific turn sequence, either. It's Fire Emblem style, I-Go-You-Go. Are you trying to say that your character couldn't act during your army's turn?
#10
Telepath Tactics Liberated (2022) / Turn order breaks after enemy ...
Last post by olenna - March 20, 2026, 11:44:47 PM
While playing Telepath Tactics Liberated, I encountered a bug involving mind control effects that seems to disrupt the turn order. One of my units was taken over by an enemy ability, and when the control wore off during the same round, the unit didn't properly rejoin the turn sequence. Even though their icon still appeared in the turn tracker, their turn was completely skipped as the game moved straight to the next unit. I tested this a few times and it consistently happens when the control ends mid-round rather than between rounds, especially if the unit hasn't acted yet. Reloading didn't fix it either, so it seems like a persistent issue once triggered. It's not a crash or anything, but it definitely throws off battle flow and strategy.