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#31
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 11, 2026, 04:26:42 PM
  • status effects now step in real-time when in free movement exploration mode: Burning and Poisoned deal damage over time, Stunned and Frozen temporarily prevent the character from moving, Move Bonus and Slowed temporarily impact the character's movement speed.
  • created new, visible "exit tiles" to transition between scenes when in free move exploration mode. If the destination scene has a Free Movement condition, these tiles can automatically reposition the free mover to specific coordinates and facing a specific direction on the destination map to represent where they're entering the map from.
#32
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 10, 2026, 01:37:03 PM
  • when pressing the Give button for an item in the Reserves Supplies screen, if there is only a single character currently accessing the reserve supplies, that item is now automatically given to the character instead of making you select that character as the recipient.
  • when in free movement exploration mode, if the free mover dies (as from trap damage), the game now immediately triggers a defeat state and either auto-reloads the last save or transitions to a new scene (if there's a defeat scene defined).
  • the size of sphere colliders for battlefield units can now be defined on a case-by-case basis for each unit type in PremadeUnits.xml using the new colliderSize attribute. (By default, the colliderSize for a unit is 0.25). Spike traps, iron jaw traps, and snare traps now have a smaller collider size than other objects.
#33
Telepath Tactics Liberated (2022) / Re: Help with the campaign edi...
Last post by CraigStern - February 10, 2026, 08:36:14 AM
Hi all_zebest!

1.) This is a known issue: it's supposed to transfer custom campaigns downloaded through Steam Workshop to a specific folder: Users > [whatever your Windows username is] > Documents > My Games > Together in Battle > Custom Campaigns.

For some reason I haven't yet been able to uncover, sometimes it doesn't transfer the folder despite being told to and the folders then have to be moved manually. I suspect it has something to do with how Steam's API handles things, since this only ever happens with downloaded campaigns, not the campaigns you create yourself.

2.) That same folder I just mentioned is also where your own custom campaigns will show up: Users > [whatever your Windows username is] > Documents > My Games > Together in Battle > Custom Campaigns. The individual battles and cutscenes will be located in your campaign's Maps subfolder.

Best of luck; I look forward to trying out your campaign once it's ready! :)
#34
Telepath Tactics Liberated (2022) / Help with the campaign editor
Last post by all_zebest - February 09, 2026, 10:05:36 AM
Hi, Craig. I have 2 problems in one.
1. I downloaded "The Defense of McSquigums Castle" and "The Vengeance of Emma Strider (Moddable)" through Steam Workshop. I can access the mods'files in my PC in F:\Jeux Steam\steamapps\workshop\content\1849820, but these mods are not recognised by the game and don't appear when I open the campaigns ingame.

2. On the contrary, the mod I started to make a long time ago with the "Create a New Campaign" function ingame is present ingame. Unfortunately, I erased the _Introduction file and cannot go back. Where is this folder situated on my PC (so that I can copy-paste the file from "The Vengeance of Emma Strider (Moddable)")?

Can you help me?
#35
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 09, 2026, 10:05:08 AM
  • the CardGame script action is no longer limited to cutscenes--it can now be used to initiate a game of Psy Clash within exploration scenes and even mid-battle.
#36
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - February 08, 2026, 05:45:34 PM
  • added a quick weapon selection button to the actions bar interface (with a gamepad shortcut of Right Trigger when a character is selected, or ',' and '.' when playing with mouse and keyboard) similar to the one in Together in Battle.
  • fixed: after an enemy grabbed an item sack, if playing with gamepad controls, move tiles would inappropriately appear onscreen for a second or so.
  • fixed: due to the continued use of some deprecated script formatting, it was possible for both Emma and Sabrina to have recruitment conversations with Rebecca Flare during the Battle with Gunther.
#37
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - February 07, 2026, 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.
#38
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 07, 2026, 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.
#39
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.
#40
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).