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#11
I like your explanations very significantly. It is quite beneficial. I'll investigate.
#12
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 04, 2026, 09:43:20 AM
For version 1.1.11c:

  • fixed in version 1.1.11c: when displaying army-wide danger zones, the game was not accounting for spaces that could be attacked by immobilized characters.
  • fixed in version 1.1.11c: the curly brace characters were excluded from use in the custom character dialogue window, preventing the player from using certain special characters.
#13
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 03, 2026, 06:29:46 PM
For version 1.1.11b:

  • fixed in version 1.1.11b: the forward slash character was excluded from use in the custom character dialogue window, preventing the player from closing special formatting characters like italics or bold text.
  • UI improvement in version 1.1.11b: pressing Q again when all enemy danger zones are being displayed onscreen will now toggle them off.
#14
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 02, 2026, 10:11:01 AM
  • UI improvement in version 1.1.11a: when pressing the Create Log button in the Report an Issue window, it now tells you where the log file was created.
  • UI improvement in version 1.1.11a: the Report an Issue window now has a button to tell you exactly where your save file is located. (In Windows, pressing it will automatically open the folder with your current save file already selected.)
  • UI improvement in version 1.1.11a: the Report an Issue window now has a button to directly email the developer, with relevant info pre-filled to make reporting easier.
  • fixed in version 1.1.11a: various parts of the game code responsible for parsing strings to floating-point numbers were missing culture-invariant flags, meaning that they could fail to recognize decimals properly for players in some regions.
  • fixed in version 1.1.11a: it was possible to ask the recruiter for a starting team even after the very first recruitment.
#15
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 31, 2026, 09:29:52 AM
Pushed the above as version 1.1.11. For the next hotfix/update:

  • fixed: the campaign downloader was not displaying the message to manually move the downloaded campaign folder if OneDrive or Copilot prevented the Directory.Move() function from completing successfully in Windows.
#16
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 30, 2026, 11:40:58 AM
  • new physical trait: Hard Scales. The character gets +25 to Slash resistance. Lissit only.
  • AI improvement: on its highest difficulty level, the AI now takes into account tags that let a character act again after a skill that would ordinarily feature an "End Turn" after-attack behavior, making it much more likely to use multiple skills per turn with promoted enemies and allies.
  • AI improvement: fixed the issue that was causing enemies to move multiple times in a row before attacking or ending their turn.
#17
General Discussion / Re: Sinister Design on Reddit!
Last post by smithcohn12 - May 22, 2026, 04:23:15 AM
Just joined. Great idea
#18
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 19, 2026, 03:07:17 PM
For the next update:

  • new physical trait: Swift. The character gets +1 to Speed. Lissit only.
  • new physical trait: Oblivious. The character gets -2 to Reflexes.
#19
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 17, 2026, 06:53:56 AM
For the version 1.1.10f hotfix:

  • fixed in version 1.1.10f: changes to the level-up logic necessary to support the "Choose Advancements" behavior in roguelike mode were causing the game to throw a null error any time it procedurally generated a character who began with a stat proficiency at level 1 (something that can randomly happen with lissit). This was causing recruitment to occasionally freeze when generating characters.
  • fixed in version 1.1.10f: on rare occasions, the AI could get softlocked after one of its characters became subject to a Hold.
#20
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 16, 2026, 09:10:38 AM
For the version 1.1.10e hotfix:

  • fixed in version 1.1.10e: if the player encountered a random event with a corresponding battle and they did not deploy a character involved in the event, due to some changes to the code in a recent optimization pass, the game would throw a null error upon trying to find that character on the battlefield.
  • fixed in version 1.1.10e: the game will no longer let you finish deployment in the Treasure Map event battle without the unit who buys the map.
  • new condition added in version 1.1.10e: Force Deployment. Two parameters: army number and character name. If the named character is in the roster during deployment, they will become mandatory to deploy even if they are not a mandatory Protect Char condition.