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#1
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Yesterday at 10:24:03 AM
  • UI improvement: if an enemy has been clicked to display their move-and-attack range, their range will remain onscreen after you click undo or move one of your own units, updated to reflect any changes to spaces they can reach.
  • fixed: after concluding dialogue mid-battle with one of multiple adjacent talk options, the "Talk to Whom?" text overlay would reappear onscreen.
  • fixed: when playing with gamepad, the Objectives reminder window would remain onscreen if the player attempted to close it with the B button.
  • fixed a few unintended behaviors when the Objectives reminder window if playing with gamepad.
  • fixed: when playing with gamepad, the gamepad cursor could be misaligned when moving over the day log button within a calendar cell.
#2
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 08, 2026, 12:47:28 PM
  • to make up for the fact that unit tooltips no longer pop up during attack targeting, the one truly crucial bit of contextual information they contain--whether the target has counterattacks available--is now replaced by an indicator within the targeting reticle itself. If a skill's target is capable of counterattacking you, a flashing counterattack icon will now appear in the bottom-right of the targeting reticle to warn you.
  • when you move a character, the game now attempts to follow the exact sequence of spaces you traced out on the battlefield instead of picking a path on its own. This should mean that players no longer need to move in multiple stages to avoid having the game route them through traps. You can "backtrack" and the game will remember the previous bits of your route. (Note that if you draw a route that exceeds the mover's maximum available steps, the game will throw out your route and generate its own route as before, but you can simply move the cursor back over the mover to start over with your own route.)
#3
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - March 07, 2026, 11:04:08 PM
  • fixed: iron jaw traps were presenting glitched pop-up text due to having the affects property of their DamageCharAt script action inappropriately overwritten.
  • fixed: if a pyrokineticist caused someone to become Burning, then the Burning status effect caused the target to die during the computer's turn and the pyrokineticist both leveled up from it and said a victory bark, the game would inappropriately proceed before the victory bark dialogue box was closed, which could result in the game becoming softlocked.
  • fixed: when playing with gamepad, character tooltips would often pop up onscreen before the camera had caught up to the cursor, causing the tooltips to obscure things onscreen. There is now a short delay before tooltips appear when moving over an object even in mouse and keyboard mode, but even moreso when playing with gamepad.
#4
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 07, 2026, 11:35:28 AM
  • in the dialogue editor, each dialogue branch's name (if one has been assigned) is now openly displayed next to the branch number. This makes it much quicker and easier to keep track of what branches lead where within branching dialogue trees.
  • in the dialogue editor, branch name and speaker name are now displayed in different colors from dialogue text, making everything much more readable at a glance.
#5
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 05, 2026, 10:34:02 AM
  • in free movement mode, if the free mover doesn't fly, they can now drop into water or lava, at which point they will become submerged and begin taking damage over time. Free-moving in water or lava is slow and has inertia to it, and surrounds the character with a special visual effect (foam for water, or freshly disturbed lava for lava). Facing a space of dry land of the correct elevation and pressing space (or, if playing with gamepad, the A button) will cause the character to automatically hop back onto land.
  • improved the visual effect for splashing into water (there is now a ring of white foam upon impacting with the water's surface).
  • new unit trigger: Pressure Once. This is a normal Pressure trigger, except that the trigger is removed from the object once it's been activated.
  • fixed: in the map editor, certain menus (most notably ones checking if you want to save the map) could easily get obscured by unit tooltips.
#6
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - March 03, 2026, 10:22:39 PM
For the version 1.0.61b hotfix:

  • fixed gamepad cursor misalignment when selecting characters in the reserve inventory menu.
  • fixed gamepad cursor misalignment when choosing from among multiple reply options in dialogue.
#7
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 03, 2026, 02:48:01 PM
  • doubled the rate at which caravan guard job pay increases with total days passed in the campaign.
  • nearly doubled the rate at which cave exploration job pay increases with total days passed in the campaign.
  • replaced sphere colliders on walls and caravan wagons with box colliders that better fit their shape.
#8
General Discussion / Re: Sinister Design on Reddit!
Last post by tribecooing - March 02, 2026, 01:23:15 AM
Wow, great idea! 😄 I just subscribed, can't wait to see all the discussions on Sinister Design.
#9
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 28, 2026, 01:10:39 PM
  • doubled the maximum zoom-out in the map editor.
#10
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 26, 2026, 05:16:46 PM
  • When drawing in Draw 4 Walls Mode, drawing a line instead of a rectangle will produce a single wall facing the correct direction.
  • When drawing in Draw 4 Walls Mode, the game will now automatically adapt intersecting, perpendicular walls of the same type.