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#31
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 17, 2025, 09:52:50 AM
For the next update:

  • added in version 1.0.53b: a new unit appears in the last battle on difficulty levels above Relaxed.
  • fixed in version 1.0.53b: one of the units in the last battle was mistakenly spawned at level 38 instead of level 20.
#32
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 16, 2025, 03:14:07 PM
For the next update:

  • fixed in version 1.0.53a: it's now harder to kill the kineticist who calls in the reinforcements in the blacksmith rescue battle when playing on difficulties above Relaxed.
  • fixed in version 1.0.53a: when playing with gamepad controls, selecting the dialogue option to return to the shop after clicking to exit was not returning gamepad focus to the shop interface.
  • fixed in version 1.0.53a: when playing with gamepad controls in roguelike mode, the game was inappropriately treating the gamepad as having focus on the save game button in the turn box at the start of each player turn in combat after the first.
  • fixed in version 1.0.53a: one of the camp activity narrations for wood carving was missing a special character necessary to account for non-male characters.
  • fixed in version 1.0.53a: generic gasul units with Changing gender created in the campaign editor's character creator were not being displayed correctly when spawned in battle.
  • fixed in version 1.0.53a: the custom portrait button tooltip for generic characters in the campaign editor's character creator was being displayed on the wrong UI layer.
#33
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 14, 2025, 11:43:26 AM
  • UI improvement: the game now gracefully handles weapon-switching while attack tiles are visible onscreen.
  • updated the moddable version of the main Together in Battle campaign with scripting fixes from the last month of updates.
  • fixed: a change to the game's code intended to let it gracefully handle missing dialogue lines in other contexts had caused it to stop generating missing response lines on the fly during camp.
  • fixed: the Reinforcing Spine item was not adding to the target weapon's max uses correctly.
  • fixed: selecting a skill and then equipping a new weapon that retained access to the selected skill was not causing the game to update damage and to-hit-chance data reflected in the attack tiles based on the weapon's new stats.
  • fixed: selecting a skill and then equipping a new weapon that causes the character to lose access to the selected skill (or the base skill the selected skill depends upon) was not causing the game to deselect the skill and clear its attack tiles.
  • fixed: selecting a skill and then unequipping a weapon that grants the base skill the selected skill depends upon was not causing the game to deselect the skill and clear its attack tiles.
  • fixed:  the game was using an item's full, base value rather than its modification cost when charging the player for repairs and engravings at the blacksmith.
  • fixed:  one of the snow-chasm-transition terrain tiles (snow-chasm3TipTL, to be exact) had incorrect rotation data.
  • fixed: the game was not wiping its memory of old characters when starting a New Game Plus (as it was supposed to be), meaning that custom characters recruited in the prior playthrough would not show up again during recruitment.
#34
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 13, 2025, 12:20:30 PM
  • fixed in version 1.0.53: human female hairstyle 20 had somehow lost its formatting, causing it to no longer show up.
  • fixed in version 1.0.53: the character creator was overwriting character default facial expressions when filling in gaps at the conclusion of character creation.
#35
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.
#36
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.
#37
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!
#38
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.
#39
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.
#40
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").