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#51
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 12, 2026, 10:17:14 AM
  • when loading an existing map within the map editor, the editor's camera now automatically pans to the center of the newly loaded map.
  • the map editor now supports drawing exit areas directly onto the map for scenes with Free Movement and Exploration Mode.
#52
Telepath Tactics Liberated (2022) / Re: Help with the campaign edi...
Last post by all_zebest - February 12, 2026, 07:06:21 AM
Thank you very much for your explanations. It helps a lot. I'll look into it.

Edit: It worked! Yeah! Back to work.
#53
Telepath Tactics Liberated (2022) / Re: First Impressions and Ques...
Last post by helpmoulting - February 12, 2026, 01:48:47 AM
The level of polish in this remake is quite impressive, and I'm excited to watch how the community develops around it. I'm eager to learn about your experiences as well!
#54
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.
#55
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.
#56
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! :)
#57
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?
#58
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.
#59
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.
#60
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.