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#31
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 12, 2025, 10:37:22 AM
Hotfix 1.0.52a:

  • in version 1.0.52a: rapier-based attacks Thrust and Lunge now have a huge, +75 accuracy buff to provide more counterplay against Dodge tanks.
  • in version 1.0.52a: increased the energy cost of Defiant Stance from 2 to 4.
  • fixed in version 1.0.52a: because the brother from the brother leader arena event and the inspirational leader from the inspirational leader arena event shared a script ID, and because the brother from the brother leader event was saved as a persistent characters, if the brother leader event happened and then, in a subsequent battle, the inspirational leader event happened, the brother would deliver the death monologue for the inspirational leader in place of the inspirational leader themselves, in turn causing the game to lock up upon completing the battle.
  • fixed in version 1.0.52a: there were a couple of remaining cavosphere activity narrations that shadowlings could get which used the descriptor "kick."
  • fixed in version 1.0.52a: female human hairstyle 20 was sitting a little bit too high up on the head.
#32
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 11, 2025, 07:50:28 AM
  • fixed: character tooltips had begun showing up when mousing over attack tiles in battle, which could obscure important information with certain AOE attacks.
  • fixed: character tooltips could be made to show up in the gap between an army winning and the victory/defeat screen popping up, which would then obscure the victory/defeat screen.
#33
Telepath Tactics Liberated (2022) / Favorite Character Builds in T...
Last post by saphire24 - September 10, 2025, 10:36:52 PM
Hi all,
I'm curious about what character builds everyone is enjoying the most in Telepath Tactics Liberated (2022). Do you prefer focusing on heavy hitters, balanced teams, or experimenting with unusual combinations? I'd love to hear your strategies and maybe try some new builds in my own playthrough.
#34
Telepath Tactics Liberated (2022) / First Impressions and Question...
Last post by benaagi43 - September 10, 2025, 10:25:30 PM
Hi everyone,

I recently started playing Telepath Tactics Liberated and I'm really enjoying the tactical depth and the variety of options it offers. The destructible terrain and the strategic positioning feel refreshing compared to other tactics games I've played.

I want to ask some questions:
1. Are there any recommended beginner-friendly strategies for managing resources and party builds?
2. Has anyone experimented with custom campaigns yet? I wanna see how flexible the editor is.
3. For new players like me, are there any common pitfalls or mistakes to avoid?

Overall, I'm really impressed with how polished this remake feels and I'm looking forward to seeing how the community grows around it. Excited to hear your experiences too!

Cheers!
#35
Together in Battle / Tips and Strategies for Togeth...
Last post by nanycyfett06 - September 10, 2025, 10:16:46 PM
Hi everyone,
I've been enjoying Together in Battle and wanted to start a thread to share strategies, tips, and experiences. What are your favorite team compositions? Do you focus more on character builds or positioning in battles? I'd love to hear about tactics that have worked for you, and maybe discover new approaches together.
#36
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 10, 2025, 10:43:48 AM
For version 1.0.52:

  • increased the salary and appetite of cavaliers somewhat to help offset how strong they are.
  • reduced the energy gain on the Mant Lancer promotion from 10 to 8.
  • the "-arch" promotion variants for the four elemental psy fighter types now gain +20 accuracy on their relevant elemental blast skill instead of an energy cost reduction, making these variants more competitive with the "-kurios" alternative.
  • fixed: the boss, assassin, and psy healer would remain immobile in the Snow Leopard League qualifier even if the player entered their area, so long as 9 rounds hadn't elapsed yet.
  • fixed: when choosing who to make a buy-out offer for, Ishita Svaamee was using characters' displayed levels instead of their true levels, leading to her oftentimes making offers to buy out early promotes instead of characters who were actually low level.
  • fixed: upon winning the battle in the northern stepwell or the smuggler's den battle, the game would progress straight to the calendar screen instead of back to camp.
  • fixed: following the revenge quest battle, the player would return back to camp at a normal time instead of late.
  • fixed: if the player lost the treasure thicket battle, they would restart it instead of being returned to camp.
  • fixed: the Sick camp event could display the wrong character name.
  • fixed: clicking an extra time during the introductory dialogue to Battle in the Northern Stepwell, just before the kidnappee is shoved into the water, could result in babble sound effects playing continuously until the end of the dialogue.
  • when creating items for a custom campaign, users can now set them to equip in new and arbitrary equipment slots.
  • fixed: the Neck equipment slot was missing from documentation (and from auto-completion in the item editor).
  • when adding traits to characters for a custom campaign, the game now displays descriptions of the personalities, physical traits, and backgrounds.
  • fixed: a previous fix to a different bug broke the physical attribute and background selectors for new unique characters in the character creator.
  • fixed: camera bloom was making explanatory text in the character creator's text fields quite difficult to read.
#37
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 08, 2025, 09:29:58 AM
  • fixed in version 1.0.51b: some background- and trait-specific camp activities for certain custom characters were still not showing up post-hotfix.
  • fixed in version 1.0.51b: portraits for certain generic characters were not loading due to a mistake in the code adding support for custom static generic character portraits.
  • fixed in version 1.0.51b: a bug fix from a previous update was causing characters already present among saved characters to not get recruited during battle (most noticeably during the character sibling event in the arena).
  • fixed in version 1.0.51b: skills which place multiple holds or create multiple objects at once were granting experience multiple times.
  • fixed in version 1.0.51b: skills which place multiple holds or create multiple objects at once were counting multiple times for purposes of how many times the skill had been used in battle.
#38
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 07, 2025, 08:57:45 AM
  • added in version 1.0.51a: the game now actively checks non-Golem, non-Spirit custom characters when initiating camp and--if they're missing Practice, Clean, and Talk camp activities--adds them.
  • fixed in version 1.0.51a: custom characters were being generated without certain core camp activities available to them.
  • fixed in version 1.0.51a: mind controlling an enemy minion during Psy Clash would result in the minion's attack sound effect reverting to a sword slash sound.
  • fixed in version 1.0.51a: the epilogue used the word "screenplay" where "stageplay" was appropriate.
  • fixed in version 1.0.51a: there was a "the" missing in one line of Malatose's dialogue during her first interrogation ("Getting straight to point now, are we").
#39
General Discussion / How Do You Balance Creativity ...
Last post by roseblack - September 06, 2025, 02:41:21 AM
Hi everyone, I'm curious about your approach to game design. When creating new game mechanics or levels, how do you balance being creative and innovative while maintaining a consistent experience for players? Are there any strategies or tools you use to ensure your ideas don't disrupt the overall game flow?
#40
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 03, 2025, 10:31:33 AM
For the next update, version 1.0.51:

  • increased the availability of battle primers somewhat in the shop to make it easier to catch up underleveled characters.
  • increased the range of levels where novice and intermediate battle primers are effective to keep them useful for longer.
  • in the shop, intermediate battle primers are now much more likely to appear instead of novice ones once the player enters Gharial League; and once the player enters Snow Leopard League, expert battle primers are now much more likely to appear instead of novice or intermediate ones.
  • fixed: the game was playing drowning sound effects when checking environmental damage for destructible objects submerged in water.
  • you can now use custom static portraits for generic characters in the character creator!
  • you can now manually select skin and hair palettes for generic character portraits in the character creator.
  • updated placeholder text in the tags field for the Unit Properties window in the map editor to remove deprecated "Add," text.
  • fixed: the character creator was formatting portrait data for generic characters in such a way that their hair layer wasn't being detected upon loading the campaign.
  • fixed: the character creator was not saving hair palette or skin palette data for generic characters.
  • fixed: the map editor was throwing a null error when trying to create tooltips upon mousing over FromPlayerRoster character stand-ins.