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#31
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").
#32
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?
#33
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.
#34
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 02, 2025, 08:56:37 PM
For version 1.0.50q:

  • added in version 1.0.50q: the palace guard now has a unique reaction if you tell him your name is Manbir Raksha, Aadavan Haath, or Ajit Haath.
  • added in version 1.0.50q: increased the difficulty of the golem attack battle a bit when playing on brutal difficulty.
  • fixed in version 1.0.50q: under rare conditions, it was evidently possible for an enemy to take another action even after using a turn-ending skill.
  • fixed in version 1.0.50q: the -ARMYNAME- special character wasn't working correctly due to a missing variable in the cloneDialogue() method, leading to every character referring to their team as "my army."
  • fixed in version 1.0.50q: when creating a character in the campaign editor's character creator, if a character had neither physical traits nor a life background selected, the game could throw a null error when attempting to fill in those blanks.
#35
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 02, 2025, 09:16:05 AM
For version 1.0.50p:

  • fixed in version 1.0.50p: a few of the custom dialogue lines in the custom character maker had incorrect settings attached to them that could make them save in the wrong spots.
  • fixed in version 1.0.50p: the game would create log files whenever the player hit the 'L' key when typing in text in the custom character maker.
  • fixed in version 1.0.50p: a null error had started occurring when hitting "New Character" right after creating a new campaign in the campaign editor.
  • fixed in version 1.0.50p: the engine would suffer a null error if the player used the Recruit script action in OnLoaded dialogue at the start of a battle and then attempted to load that character into the deployment screen.
#36
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 30, 2025, 10:45:34 AM
For version 1.0.50o:

  • fixed in version 1.0.50o: some of the unit buttons in the reserve supplies screen (characters 10 through 15) had misaligned mouseover tooltips.
  • fixed in version 1.0.50o: if the player chose to undertake an action that would return them to camp late (such as rescuing the blacksmith), any plot event scheduled to occur in camp that evening would be skipped--and not rescheduled.
#37
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 28, 2025, 10:16:57 AM
For version 1.0.50n:

  • fixed in version 1.0.50n: when playing on Relaxed difficulty, a script action in Battle in the Print Shop was referencing the wrong coordinates, causing a window to gain passability Closed, thereby preventing characters from shooting through it.
  • fixed in version 1.0.50n: in Battle in the Print Shop, the central bowmen and guards near the top of the map would not react to enemies entering their move-and-attack range unless Sandesh Andhera had already reached the ledger.
  • fixed in version 1.0.50n: if Sandesh Andhera reached the table with the ledger in Battle in the Print Shop, the game would replace the wrong table object on the battlefield.
  • fixed in version 1.0.50n: stripping one specific type of non-aggro AI tag from an aggro group (e.g. Inactive or Passive) via a script action such as RemoveTag would automatically result in every other type of non-aggro AI tag also being stripped from that aggro group.
  • fixed in version 1.0.50n: one particular grass-chasm variant tile among dozens had incorrect rotation data.
  • added in version 1.0.50n: the character creator now lets you set a character's romantic preferences alongside their other traits.
  • fixed in version 1.0.50n: loading a character in the character creator was not setting the trait pickers to reflect their personality, physical traits, or background.
  • fixed in version 1.0.50n: babble dialogue noises could still play on dialogue branches where actual voice acting had been initiated via the PlayDialogue script action, thereby overriding the playback of the VA dialogue.
#38
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 26, 2025, 07:59:52 AM
For version 1.0.50m:

  • fixed: the New Campaign button's tooltip in the campaign editor was displaying an outdated file path for where the campaign would be created (saying "Telepath Tourney" instead of "Together in Battle").
  • fixed: the invisible button in the campaign editor to edit a campaign's name and description was no longer in the correct location; it is now once again fully covering the area where the campaign's name appears.
  • fixed: updating a custom campaign's description did not refresh its description in the campaign list, causing the old description to reappear upon clicking the campaign's name a second time.
#39
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 25, 2025, 08:19:13 PM
Pushed the above as version 1.0.50l.

  • fixed: when a character finished acting and their experience bar was animating to full, there was a short window where you could click to select a new character between the experience bar filling up and the level-up screen popping onscreen. This would both interrupt the level-up screen and prevent the actions bar from reappearing.
#40
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 23, 2025, 10:21:36 AM
  • fixed: when playing with gamepad controls, in battles where a character left the battlefield via a dialogue option upon moving onto a designated space, the game could throw a null error when checking for interactables adjacent to the now-missing character.
  • fixed: when playing with gamepad controls, using "B" to back out of the save game menu mid-battle would inappropriately return gamepad focus to the battlefield instead of to the new turn window.
  • fixed: under rare circumstances, when playing with gamepad controls, it was apparently possible for the gamepad cursor to end up with focus in the Actions Bar even after the victory screen came up at the end of battle.
  • fixed: gamepad cursor alignment was off on numerous buttons in the reserve supplies screen following its redesign.
  • fixed: when playing with gamepad controls, the gamepad cursor was not visible on the victory screen when clicking to continue at the end of battle.