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#1
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - Yesterday at 09:46:46 PM
For version 1.0.61:

  • fixed: gamepad cursor alignment was off for various inventory-related and character screen UI elements when playing on Steamdeck.
  • fixed: character healthbars could leave a weird visual-glitch trail during character movement when playing on Steamdeck.
#2
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Yesterday at 07:39:08 PM
  • balance fix: the player is now limited to hiring out 5-6 characters per day at the docks. This means that the docks are fully effective at the start of the game, but no longer scale up to become strictly more lucrative than riskier jobs later in the game as the player's roster expands.
  • you can now freely access the save game menu and save at any time when in free movement exploration mode.
#3
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 06, 2026, 02:42:23 PM
  • shops can now be created, browsed, and edited within the map editor, not just the cutscene editor.
  • the shop editing UI now supports multiple pages worth of stock for any given shop.
#4
General Discussion / Business Plan Writers in Auckl...
Last post by lilywilson - February 06, 2026, 12:52:23 AM
Tailored customised investor business plans in Auckland present business ideas in a clear and investor-focused manner. These plans highlight market opportunity, growth potential, and realistic financial returns. A customised approach ensures the plan aligns with specific investor expectations. Well-prepared investor plans help build trust and improve funding success.
#5
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 05, 2026, 09:38:35 AM
  • the ShowShop script action is no longer limited to cutscenes--it can now be used to open the shop interface within exploration scenes and even mid-battle.
  • the ReturnToShop and AddStock script actions now work outside of cutscenes as well.
  • within the map editor, the keyboard's Enter key can now be used to confirm a new map as well as changes to the map settings, conditions, armies, unit properties, and light properties (instead of having to click the Confirm button with the mouse each time).
  • within the dialogue editor, the keyboard's Enter key can now be used to confirm newly created dialogue, scripts, actions, replies, and dialogue branches (instead of having to click the Confirm button with the mouse each time). This should speed up the process of writing scripts and dialogue trees considerably.
  • if predicted results are onscreen for a new action or reply type for a branch within the dialogue editor, hitting the Enter key will now automatically select the first predicted result displayed.
  • within the dialogue editor, pressing Shift and Enter while writing a branch's dialogue text now automatically enters the special character for a new line (-NL-) instead of creating a line break (line breaks use a character that produces a fatal error when saving to XML).
#6
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 03, 2026, 11:43:17 AM
I've been quietly working on a big, big update the past couple of weeks! For version 1.1.00:

  • New unlockable campaign: Multiplayer Arena! Upon reaching the Monkey league Qualifier in the main campaign, the game will unlock a new, built-in play mode called Multiplayer Arena, which will become selectable along with all the other campaigns in the New Game menu of the title screen.

    Multiplayer Arena lets you assemble teams of custom characters and control them in small-scale fights against other teams of equal size. Make a team with your own characters, import your friends' characters onto other teams, and see whose teams are best!

    All characters will be auto-leveled to a level of your choosing at the start of each fight. Fights can be player-versus-player, player-versus-AI, and AI-versus-AI; the campaign will automatically track how many wins each team has.
  • UI improvement: bulk purchases. When selecting items in the shop that aren't one-offs (e.g. bandages, focus pills, mangos, etc.), there is now a special window that lets you specify the number to buy. (This supports buying up to 99 of an item at a time.)
  • added in support for a brand-new Free Movement exploration mode. This is very similar to the free exploration that existed in the old Telepath RPG titles: in this mode, you assign a character for the camera to follow, and that character can now be moved around directly in real-time using WASD or the arrow keys (or, when using a gamepad, the left joystick). This character can interact with adjacent characters and objects using Space Bar (or the A button when using a gamepad), and can advance single-reply dialogue branches using the same input.

    Unlike the exploration in Telepath RPG Chapter 2 and Telepath RPG: Servants of God, free movement mode in the TIB engine supports stairs, doors, bridges, and 3D terrain with differing elevations. (It also supports new tricks like jumping and dropping from high ground down to low ground!)

    Although free movement mode is not used in the main Together in Battle campaign, it is now freely available to use in custom campaigns! Simply invoke the new Free Movement condition in a battle scene to turn it on, then specify the character you want as the free mover (or else specify an army and let the game pick one for you).
  • new script action: Bookmark. This sets a dialogue branch for the game to automatically go to if the current dialogue is re-triggered. (For example: in dialogue where a character tells you to go run an errand, you can use Bookmark to have the game auto-jump to a branch where the character scolds you for dawdling if you talk to them again.)
  • new unit triggers for objects: Chest and Chest Locked. These cause the affected object to behave like a traditional JRPG treasure chest when in Free Movement exploration mode. Chest Locked allows the chest to be opened with a key or--if the character has lockpick mastery--a lockpick, whereas Chest allows it to be opened freely. Items from the object's inventory then go directly into the opening character's inventory, with any excess items going directly to the reserve supplies: no item sack required. Moreover, the chest's state is then automatically saved, meaning that it will already be open and empty if the player returns to the scene later.
  • new unit tag for objects: Persistent. This causes the current state of the tagged object to carry over if the player exits the scene and returns later (just as it now does with looted chests using the Chest and Chest Locked triggers).
  • new unit tag: Wander. In Free Movement maps, this gives the tagged character a 2-in-3 chance of moving one step in a random direction every 3 seconds or so a la townsperson NPCs from classic JRPGs.
#7
Together in Battle / Re: Stamina bug
Last post by CraigStern - February 03, 2026, 08:43:06 AM
Quote from: LesterBurnett on February 03, 2026, 02:16:17 AMSome backgrounds or passive quirks drain stamina overnight even if they are not assigned to activities.

Apologies if you're a real person, but this reads like a bot comment. Which "backgrounds or passive quirks" have you seen drain stamina?
#8
Together in Battle / Re: Suggestion: undeployed cha...
Last post by CharlieWalsh - February 03, 2026, 02:22:37 AM
I agree. It feels odd that unassigned characters are completely idle during tournaments. Letting them do light activities, provide morale buffs, or even act as situational reinforcements would make the system feel more alive and better utilize the full roster.
#9
Together in Battle / Re: Stamina bug
Last post by LesterBurnett - February 03, 2026, 02:16:17 AM
I have seen this happen too, and it usually ends up being a hidden trait or status effect on those characters. Some backgrounds or passive quirks drain stamina overnight even if they are not assigned to activities. I would double-check their character details and recent story flags. It can also be a known bug in certain versions, so verifying your game version or reloading an earlier save might help.
#10
General Discussion / Re: Rules of the Internet 4cha...
Last post by cleanchilidrip - January 27, 2026, 03:04:59 AM
This completely explains 4chan. I'd always been confused about why so many of them are trolls, idiots, or some combination of the two.