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#11
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 24, 2026, 04:07:24 PM
  • in both the Gharial League Qualifier and the Blacksmith Rescue mission, an enemy now carries a Training Voucher which they will drop when defeated.
  • fixed: in certain "what" background dialogue where a character was raised by both mom and dad (or both grandma and grandpa) but had a bad relationship with just one of them, it was possible to get incorrect pluralization of pronouns in dialogue.
#12
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 23, 2026, 10:51:40 AM
  • new skill: Skiakineticists can now learn Create Miasma Pool. Cost 7, range 5: creates a miasma pool on the target space. (At its full range of 5, if an enemy is slowed by the pool, they will not have enough movement to reach the user in melee even with the benefit of Sprint.) A skiakineticist will either learn Create Miasma Pool or Terror, but not both.
  • new rare item: Training Voucher. Can be presented to the trainer for a single free training of your choice!
  • multiplayer balance tweak: adjusted the commonality of certain items dropping during Multiplayer Arena when random item drops are turned on; and money and Psy Clash cards no longer drop at all.
  • fixed: Hot-Tempered and Vindictive characters could sometimes receive a Recognition Response line in place of a normal Recognition line.
  • fixed: on rare occasions, recruiting a character who knew another character from prior to their recruitment could result in a null error.
  • when running IfItem actions in a cutscene, supplying a number for the first parameter will now cause the game to check all characters in the roster of that number instead of looking for each character's most recent army number.
  • new optional parameter for the IfItem actions: Check Reserve Supplies, true or false. If Check Reserve Supplies is set to true, the game will treat the item as found if it's in the army or roster's reserve supplies.
  • when using the RemoveItem action on a roster's reserve supplies in a cutscene, if the item is not found in that roster's reserve supplies, the game will now then look for it in the inventories of the characters in that roster and remove the first one found.
  • new skill image: Create Miasma Pool.
#13
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 22, 2026, 03:01:41 PM
  • new arena battle variant: Miasma Creep. Starting in Monkey League, arena battles can feature a condition where miasma pools spawn in one or more spaces your character occupied on the previous turn. Remain still at your own peril!
  • new custom variable type supported: Coordinates. Each instance of custom coordinates is a bundled set of three integers: y, x, and elev (i.e. elevation).
  • new script action: SetCoords. This lets you set (or reset) a set of custom coordinates by hand. Four parameters: variable name, y, x, and elevation (optional).
  • new script action: SetCoordsByUnit. This lets you set (or reset) a set of custom coordinates by reference to a unit on the battlefield. Two parameters: variable name and unit name.
  • new special character: COORDS{Name,Property}. This lets you insert custom coordinate data into dialogue or (more likely) a script. Name is the name of the custom coordinate, and Property is the coordinate value to be used: y, x, or elev.
  • new attribute supported in UnitsToList (battle only): Space Phase. This can be solid, liquid, or void.
#14
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 21, 2026, 09:10:38 PM
  • the skill chooser now animates.
  • added gamepad support for the skill chooser.
  • fixed: the new preview bar UI when choosing an attack was getting removed before it could appear when playing with gamepad controls.
#15
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 20, 2026, 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.
#16
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."
#17
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.
#18
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! 😄
#19
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?
#20
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.