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#51
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 19, 2025, 04:13:16 PM
  • fixed in version 1.0.50k: it was still possible to get tooltips stuck onscreen when menus were in the process of appearing.
  • fixed in version 1.0.50k: in the creation suite's character creator, abandoning a character to start making a new character was not working as intended.
  • fixed in version 1.0.50k: in the creation suite's character creator, creating characters of a particular class would cause that class to stop appearing in the character class list until the editor was exited and reentered.
#52
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 18, 2025, 09:12:19 AM
  • fixed in version 1.0.50i: it was possible to mouse over a unit after clicking to close to level-up screen when a character reached level 20, before the character promotion screen fully appeared, thereby leaving a tooltip stuck onscreen over the promotion window.

  • fixed in version 1.0.50j: when playing with gamepad, clicking the cancel button in the save game menu was no longer redirecting gamepad cursor focus to the correct element of the turn box.
  • fixed in version 1.0.50j: when playing with gamepad, clicking Rotate in the Action Menu would return gamepad focus to the battlefield, making multiple rotations tedious to accomplish.
  • added in version 1.0.50j: the game now supports the old Ally Pass-Through condition from the original Telepath Tactics! One parameter: true or false. If set to true, characters in the same army can freely pass through one another while moving. (This can now also be set dynamically via a script action of the same name, with the same parameter.)
#53
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 17, 2025, 09:47:33 PM
  • added in version 1.0.50i: the Psy Clash cards Library and Steam Engine now have 5 Health instead of 4, and Bakery now has 6 instead of 4.
  • fixed in version 1.0.50i: a fix from version 1.0.50g had also caused the "Save Game" button on the battle victory screen to stop bringing up the save game screen.
  • fixed in version 1.0.50i: when giving a character new equipment in the reserve supplies screen and then dragging another item out of their inventory with the inventory subwindow still open, upon accepting the game's prompt to auto-equip the first item, the inventory subwindow would not update to show the change in equipped items.
  • fixed in version 1.0.50i: the tooltips for items in the rightmost two columns of the reserve supplies screen had begun extending off the side of the screen following the redesign.
  • fixed in version 1.0.50i: the flag for a character having used a "can attack" skill was not being reset upon ending the turn in battle.
#54
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 17, 2025, 11:11:25 AM
  • fixed in version 1.0.50h: a fix from version 1.0.50g caused the "Save Game" button to stop bringing up the save game screen mid-battle.
#55
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 13, 2025, 01:56:18 PM
For the next update:

  • fixed: if a character was spawned directly onto the battlefield from the player's roster (i.e. not via the deployment interface) and that character already existed on the battlefield from some other source, instead of skipping the duplicate spawn, the game would clone that character, creating a copy that would persist in the game's data going forward.
#56
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - August 13, 2025, 01:48:23 PM
For hotfix 1.0.60k:

- fixed: due to an oversight in the game's logic for populating battles with both specific named characters and members of the player's roster, following the battle in Adelbrae in the randomizer campaign, Emma Strider was getting cloned in the game's data, leading to all manner of other weirdness at various points later in the campaign.
#57
General Discussion / Re: So, what do you think?
Last post by atommother - August 13, 2025, 02:04:17 AM
Not blasphemy at all! Organizing some multiplayer gaming sessions while waiting for Telepath Tactics sounds like a great way to keep the community engaged.
#58
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 11, 2025, 10:38:42 AM
  • fixed in 1.0.50g: changes to the game's save logic in version 1.0.50 meant that it was no longer saving an important flag when returning to the introduction cutscene for a new game plus.
#59
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 07, 2025, 09:20:03 AM
  • the download campaigns screen now shows you which custom campaigns you already possess at a glance; and if you click one you already have, it now changes the download button to an "update" button.
#60
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 05, 2025, 09:03:16 AM
  • fixed in version 1.0.50e: the same voice-over dialogue could get triggered multiple times within a fraction of a second at the start of a cutscene.
  • added in version 1.0.50e: custom campaigns are now created with a Dialogue subfolder for custom voice-overs.
  • added in version 1.0.50e: custom music, sounds, loop, and dialogue voice-overs can now be referenced within the PlayMusic, PlaySound, PlayLoop, and PlayDialogue script actions by prepending the string Custom: to the start of the Sound Name parameter. Updated Guide documentation for each script action to discuss this.
  • added in version 1.0.50e: in the cutscene editor's edit narration window, added instructions for attaching a custom voice-over to the narration.
  • added in version 1.0.50e: in the cutscene editor, clarified the labels for narration and dialogue buttons to make it clearer that they are for choosing the narration and dialogue for the current frame.

  • fixed in 1.0.50f: in the custom character creator, the describer subwindow could remain onscreen and cover up accessory or clothing options upon clicking to open those subwindows.
  • fixed in 1.0.50f: the NextFrame reply type would result in skipping a frame instead of moving to the next one if ending the current dialogue left nothing else open in the current frame.
  • added in 1.0.50f: the scene settings window in the cutscene editor now has a check box you can click to make it so a scene will prompt the player to save in manual save mode if they haven't saved recently.
  • added in 1.0.50f: you can now set personality, physical traits, and life background in the character creator within the campaign creation suite. (These are optional, but any that you set will feed into the suggested dialogue you roll up in subsequent steps and will enable the character to interact with the game's emergent systems more believably.)
  • added in 1.0.50f: when making a unique character in the character creator within the campaign creation suite, the game now automatically fills in missing details and camp dialogue necessary for the character to engage in the social sim side of the game.
  • fixed in 1.0.50f: the new save game logic was causing some unintended side effects when testing custom campaigns in the campaign creation suite.
  • fixed in 1.0.50f: the fix for overlapping dialogue from 1.0.50e had broken the game's capacity to create babble speech sounds.
  • fixed in 1.0.50f: part of the game's method of downloading custom campaign thumbnails had been deprecated, leading to inconsistent performance.