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#11
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 18, 2025, 10:14:21 AM
Changes for hotfix v. 1.0.25d:

  • you can now supply the number of a specific roster for the Character Name parameter in InvToList to get the items in a specific roster's reserve supplies as a list.
  • fixed: at a few spots in the code, the game was decapitalizing only the first letter of a string instead of the entire string, causing certain inventory-related script actions to affect the reserve supplies if they were accessed as "reserve supplies" or "Reserve supplies", but not "Reserve Supplies".
#12
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 17, 2025, 09:48:42 AM
Changes for hotfix v. 1.0.25d:

  • the mask and hat accessory layers now support a new portrait data attribute called forceMaskType. If a custom asset for one of these accessory types has forceMaskType="Body", the game will use hair, skin, and eye-color hue values for any associated mask (instead of army color hue values).
  • fixed: selecting the last eye for lissit and golems in the custom character creator would throw a range error.
  • fixed: custom lissit portraits were not loading external, custom assets properly.
  • item descriptions (and most tooltips in general) now support special characters.

Changes for the next full update:

  • drew a new "star eyes" eye variant for lissit portraits.
  • wrote a new defeat response line for Disciplined characters.
#13
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 16, 2025, 12:27:40 PM
Hotfixes v. 1.0.25c:

  • AI improvement: when the AI handicap level is set to less than 3, if there are a large number of enemies on the battlefield, the AI will now order the turns of all units making long-term moves by ascending distance to the enemy, lessening the likelihood of "traffic jams."
  • reinforcements in the blacksmith rescue mission will now pause while there are 19 or more enemies already on the map.
  • fixed: when generating a battlefield, the game could position enemies such that AOE from one of their skills could partially overlap a character's deployment spot.
  • fixed: when calculating a character's move bonus for purposes of setting up battlefields, the game was only accounting for the default 40% move bonus effect and not greater move bonus effects produced by skills like Engine Boost.
  • fixed: in rare cases, the AI could execute buffing skills targeting the space that an allied unit had just vacated.
  • fixed: the Hair 2 selector was no longer cycling through shadowling horns in the custom character creator.
  • fixed: a mask could sometimes inappropriately load for certain assets on certain portrait layers (e.g. shadowling horns).

Changes for the next full update:

  • Psy Clash cards can now be created and edited as part of a custom campaign.
  • heads now support img, folder, and override attributes in PortraitData, allowing people to override the game's default portrait head images.
#14
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 13, 2025, 06:00:33 PM
Hotfixes v. 1.0.25b:

  • fixed: tooltips for units with a bespoke class description (like Dhatuu Dil) were getting their data offset incorrectly due to a delimiting error.
  • fixed: the background layer of character hair for older proc gen human and spirit portraits was not loading.
  • fixed: the game was assigning older proc gen spriggat portraits an incorrect "useBody" parameter, leading to these portraits simply not showing up.
  • fixed: newly recruited characters could be assigned a prior relationship with a golem or spirit.
  • fixed: changes to the game's sprite palette-swapping logic to support player-created palettes had broken palette-swapping for minions in Psy Clash.
  • fixed: the male swordsman's Double Strike animation's compression settings had somehow changed, causing the game to display the animation with a blur and no palette swapping.
#15
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 12, 2025, 10:05:45 AM
- the game will now dynamically load custom portrait asset data from every single XML file containing the term "PortraitData" that it can find in Documents > My Games > Together in Battle > Mods > _Common > Portraits, allowing players to more easily amass custom portrait assets from multiple sources.

- added an alternative way to uncover the Wailling quest line, making it less difficult to unlock.

- updated some of the dialogue in the initial thief attack battle to make it clear that the reinforcements in the south will move and attack as soon as they spawn.

- added character screen class descriptions for bespoke classes specific to enemies and NPCs.

- updated the Bowmaster extended class description.

- when creating a bespoke class in a character not present in Classes.xml, you can now add a short tooltip description to it by adding a vertical bar and then writing out the description in the unit's charClass attribute in PremadeUnits.xml.

- fixed: a character's class name could get cut off in the character screen mouseover tooltip if it was too long.

- fixed: impact damage against the edge of the map was still using the old formula, resulting in inappropriately high damage amounts compared to collisions with other characters or terrain.

- fixed: it was possible to learn about the summer palace without having the relevant variable set to let the player actually recall it during the scene evidence-recounting scene.
#16
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 11, 2025, 08:29:23 AM
- when characters die, all of the items in their inventory (except for personal items) are now automatically transferred to the reserve supplies.

- added custom asset support for proc gen golem portraits.

- added custom clothing asset support for proc gen portraits.

- upon starting up, the game now checks for a Portraits subfolder within the Mods folder--if none is found, the game creates one and copies a new file called PortraitDataExplainer.xml to the folder with a detailed explanation of how to create and format custom portrait assets.

- added a new optional parameter to the StripItemsFromUnit action: include personal items. (If not set to true, personal items will remain with the unit even as all other items are stripped.)

- fixed: changing a golem from one type to another (stone to bronze, or vice versa) in the custom character creator would mess up the portrait's stored body data for that character.

- fixed: golem portraits in the custom character creator could cover up some of the buttons used to change portrait elements.

- fixed: the page selector buttons for the clothing selection subwindow in the custom character creator weren't working.
#17
General Discussion / Re: So, what do you think?
Last post by polytrack - June 11, 2025, 05:16:56 AM
Bringing the community together through shared gaming can create lasting bonds, keeping the forum lively while waiting for Telepath Tactics to release.
#18
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 10, 2025, 08:29:40 AM
- added portrait hats, glasses, and masks to the accessories window in the custom character creator in the campaign creation suite.

- added custom hair asset support for proc gen human portraits.

- added custom asset support for proc gen lissit portraits.

- added custom asset support for proc gen spriggat portraits.

- added custom asset support for proc gen shadowling portraits.

- fixed: if the altar puzzle wasn't solved but a character had the Strangely Cut Gem in their inventory, the Strangely Cut Gem would get permanently stuck in that character's inventory. (Under these circumstances, the game now pulls it into the reserve supplies so it can be sold.)

- fixed: shadowlings--who do not have legs--could get a cavosphere camp activity narration that described them as dashing and kicking.

- new script action: StoreItem. Will find the named item for a specific character (or among all characters in a specified army or roster) and store it in a specified roster's reserve supplies.
#19
Telepath Tactics Liberated (2022) / Re: Feras Room Bug
Last post by lauralordelaure - June 08, 2025, 10:26:35 PM
Were you supposed to pick up the map as part of a mission or optional exploration?
#20
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 06, 2025, 10:06:27 AM
- the game can now dynamically load custom portrait assets located in Documents > My Games > Together in Battle > Mods > _Common > Portraits!

- fixed: using Levitate Other on a character submerged in water or lava would change their move type to Flying but would not actually lift them out of the liquid, making them impossible to move.

- fixed some inconsistent spelling of Dayaan's name during the earliest stages of the investigation plotline.

- fixed: the enemy in the recruitment duel event was being leveled twice--once during the event dialogue, and then again at the start of the subsequent battle--leading to the inspection option showing incorrect information prior to accepting the duel.