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#31
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 02, 2025, 10:11:52 AM
- when moving onto the stairs down during cavern exploration, the game now prompts the player before moving to the lower floor.

- increased the intensity of rain particle effects for the Storm weather type in cut scenes.

- if the selected control scheme is mouse and keyboard but a gamepad is plugged in when the title screen comes up, the gamepad cursor now starts off hidden until the player presses a gamepad button.

- if on the title screen with a gamepad plugged in, if the player hasn't used the gamepad (or deliberately changes the controls to Mouse and Keyboard) before entering the character creation screen, the game will now assume that the player doesn't want gamepad controls and won't display the virtual keyboard.

- fixed: the treasure map event was no longer checking the player's current level of aura correctly.

- fixed: during deployment in cavern exploration missions, the game would say that the maximum deployment was 6 even though you could send no more than 5 characters.
#32
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 01, 2025, 01:08:51 PM
- fixed: the AI could get stuck in a loop when running path-clearing behavior if a unit was stuck behind scenery and the game decided to have them charge an obstacle unreachable due to them being blocked by other destructible objects.
#33
Telepath Tactics Liberated (2022) / Re: Feras Room Bug
Last post by michaelarrington - May 30, 2025, 11:41:08 PM
In the meantime, the workaround seems to be to ensure Emma's inventory isn't full before picking up the map or any other additional items in Feras' room.
#34
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 30, 2025, 09:39:26 AM
- reformatted morale effect descriptions with symbols to replace most of the text.

- fleshed out the explanation of morale contained in the game's glossary.

- tweaked the changes the game makes to the witness protection battle on Brutal difficulty. (The witness now retains his medicated bandages rather than being swapped to regular ones, and one of the enemies for the later stages of the battle is buffed instead.)

- fixed: skills that swap positions (such as Twirl and Trade) could change the facing direction of the unit swapped with.

- fixed: due to an incorrectly set default army palette color in the character sprite shader, the lightest shade of secondary army colors (light red) was not being palette swapped properly for sprites in the new palette-swapping system.

- fixed: the game was inappropriately using forward slashes appearing within generated dialogue noting the ends of formatting tags (such as [/b], [/i], and [/CAP]) as delimiters if they appeared within a block of alternate phrases, cutting off the relevant portion of dialogue.

- fixed: adding actions to scripts in the dialogue editor had been broken by a different bug fix.

- fixed: when flushing the actions queue for actions stuck behind a Wait command, the game would run subsequent Wait-type commands normally, sticking some of the actions to auto-execute behind a second Wait behavior and failing to execute them as intended.

- fixed: ending a dialogue (whether by script action or otherwise) was not auto-executing remaining script actions stuck behind a Wait command.

- fixed: switching a cutscene's narration frame (whether by script action or otherwise) was not auto-executing remaining script actions stuck behind a Wait command.

- added villagers to the list of universally available default units for custom campaigns.

Pushed the above (except for the new clothing) as hotfix version 1.0.10a.

For the next update:

- spirits now have their own distinct group practice narration.

- fixed: spirits would participate in group practice and lose morale.
#35
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 29, 2025, 08:36:51 AM
Pushed the above early as version 1.0.10.

For the next update:

- created new clothing for male and female humans: Governor, Barbarian.

- the character screen now shows the specific number for a character's morale in lieu of a text description.

- fixed: eyedrops held by certain enemies in the final battle were misformatted.
#36
Thanks for sharing your positive thoughts on the game's improvements—I also really like the new graphics and UI in "Liberated"!
#37
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 27, 2025, 07:20:22 AM
- increased the minimum healthy roster size for the smuggler's den event to activate from 6 to 8.

- added a bit of extra text to the objectives screen in Battle in the Smuggler's Den to reiterate that this is a battle where you're expected to retreat at the end.

- added a bit of extra text to the event narration in Battle in the Smuggler's Den to emphasize that the escape point is the exact same point your characters spent the first 8 rounds of the fight dropping in on.

- reduced the intensity of the point light over the escape point in Battle in the Smuggler's Den to make the objective reticle stand out more.

- in the Battle in the Smuggler's Den, when an enemy says "Ahaha, here we come! I hope you're ready to die," the game now explicitly tells the player that this means a whole lot of enemy reinforcements are about to flood into the cavern rather than letting them infer it from the dialogue.

- if a character says something that demands a response line of a type a character doesn't have, the game now attempts to generate one for the responding character on the fly.

- fixed: the game was never bringing up the objectives screen at the start of the Battle in the Smuggler's Den.

- fixed: when playing in roguelike mode, even though the restart battle button was grayed out, clicking it would still restart the battle.

- fixed: the army-wide danger zone function (a.k.a. the Q key) wasn't accounting for offensive knockback skills without baked-in damage (like Shove or Kinetic Gust) the way that simply clicking individual enemies was.

- fixed: when playing with gamepad, if a character wandered into a snare trap and became stunned, the character could still be rotated.

- fixed: when playing with gamepad, if character dialogue was initiated during camp, opening a different menu would cause the game to not return focus to the dialogue window afterward.

- fixed: when playing with gamepad, the gamepad would lose focus upon winning a game of Psy Clash.
#38
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 26, 2025, 02:09:26 PM
- fixed: an invisible raycast-blocking layer in the character inventory subwindow of the reserve supplies screen had not been adjusted to account for the window's reduced size as of version 1.0, meaning that players could not click the fourth row of reserve items or drag items into the reserve supplies in that area so long as the character inventory window was open beneath it.

- fixed: Grape Shot was not alerting the guards in the Blacksmith Rescue map.
#39
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 25, 2025, 08:06:46 PM
- new script actions: IfAggroRun and IfAggroGoTo. If the named character is free of Passive, Immobile, and Inactive tags, then either run (a) script(s) or go to a specified dialogue branch.

- fixed: deleting an action on the second page of a dialogue branch's actions in the dialogue editor would inappropriately affect the corresponding action slot on the first page.

- fixed: the map editor could inappropriately register mouse clicks when using the dialogue editor as also affecting the tiles beneath the dialogue editor.
#40
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 24, 2025, 05:25:36 AM
- when playing with manual saving enabled, you can now access the save menu on the calendar screen at the beginning of each day.

- proc gen barudit now have a 1-in-3 chance to spawn with a weighted net in their inventory.

- wrote a few more loading screen tips.

- adjusted the AI somewhat in the final battle to ensure that the final boss doesn't recklessly move far out ahead of their minions.

- fixed: enemies in Battle with the Steel Bandits would continually attack their own furniture and castle walls to try to clear paths to the player.

- new tag added: Guard. The tagged character, when controlled by AI, will stay close to and try to protect a second, named character as if that character had a Protect Char condition attached to them.