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Messages - CraigStern

#1
Together in Battle / Re: Together in Battle Dev Log
June 12, 2026, 10:08:26 AM
For version 1.1.11f:

  • fixed in version 1.1.11f: when changing Charge to be learned specifically between levels 3 and 6, the skill was left in early skills rather than being moved to level-specific skills, causing the game to stop reading it correctly for proc gen cavaliers.
  • fixed in version 1.1.11f: the input field for new dialogue when creating a custom character was inappropriately set to one line instead of multi-line.
  • UI improvement in version 1.1.11f: the input field for custom character dialogue now contains placeholder text explaining common special characters that can be used in dialogue for formatting.
  • new in version 1.1.11f: the input field for custom character dialogue now supports use of the PICK{X|Y} special character.
#2
Telepath Tactics Liberated (2022) / Re: Dev Log
June 08, 2026, 07:52:15 PM
For version 1.0.61f:

  • gamepad UI improvement: when opening the character screen, the gamepad cursor now automatically jumps to the first inventory item.
  • fixed: gamepad cursor was misaligned with stat icons in the character screen when playing on Steamdeck.
  • fixed: when playing with gamepad, selection order between the weapon switching button and the "previous skills" button in the actions bar was reversed.
#3
Together in Battle / Re: Together in Battle Dev Log
June 07, 2026, 06:18:35 PM
For version 1.1.11e:

  • fixed in version 1.1.11e: when equipping or unequipping items within the reserve supplies using the character screen (instead of the inventory subwindow), the character's stats were not updating until the character screen was closed and reopened.
#4
Together in Battle / Re: Together in Battle Dev Log
June 05, 2026, 05:00:23 PM
For version 1.1.11d:

  • fixed in version 1.1.11d: the hobby response line, specifically, was not getting saved when creating a custom character.

   
#5
Together in Battle / Re: Together in Battle Dev Log
June 04, 2026, 09:43:20 AM
For version 1.1.11c:

  • fixed in version 1.1.11c: when displaying army-wide danger zones, the game was not accounting for spaces that could be attacked by immobilized characters.
  • fixed in version 1.1.11c: the curly brace characters were excluded from use in the custom character dialogue window, preventing the player from using certain special characters.
#6
Together in Battle / Re: Together in Battle Dev Log
June 03, 2026, 06:29:46 PM
For version 1.1.11b:

  • fixed in version 1.1.11b: the forward slash character was excluded from use in the custom character dialogue window, preventing the player from closing special formatting characters like italics or bold text.
  • UI improvement in version 1.1.11b: pressing Q again when all enemy danger zones are being displayed onscreen will now toggle them off.
#7
Together in Battle / Re: Together in Battle Dev Log
June 02, 2026, 10:11:01 AM
  • UI improvement in version 1.1.11a: when pressing the Create Log button in the Report an Issue window, it now tells you where the log file was created.
  • UI improvement in version 1.1.11a: the Report an Issue window now has a button to tell you exactly where your save file is located. (In Windows, pressing it will automatically open the folder with your current save file already selected.)
  • UI improvement in version 1.1.11a: the Report an Issue window now has a button to directly email the developer, with relevant info pre-filled to make reporting easier.
  • fixed in version 1.1.11a: various parts of the game code responsible for parsing strings to floating-point numbers were missing culture-invariant flags, meaning that they could fail to recognize decimals properly for players in some regions.
  • fixed in version 1.1.11a: it was possible to ask the recruiter for a starting team even after the very first recruitment.
#8
Pushed the above as version 1.1.11. For the next hotfix/update:

  • fixed: the campaign downloader was not displaying the message to manually move the downloaded campaign folder if OneDrive or Copilot prevented the Directory.Move() function from completing successfully in Windows.
#9
  • new physical trait: Hard Scales. The character gets +25 to Slash resistance. Lissit only.
  • AI improvement: on its highest difficulty level, the AI now takes into account tags that let a character act again after a skill that would ordinarily feature an "End Turn" after-attack behavior, making it much more likely to use multiple skills per turn with promoted enemies and allies.
  • AI improvement: fixed the issue that was causing enemies to move multiple times in a row before attacking or ending their turn.
#10
For the next update:

  • new physical trait: Swift. The character gets +1 to Speed. Lissit only.
  • new physical trait: Oblivious. The character gets -2 to Reflexes.
#11
For the version 1.1.10f hotfix:

  • fixed in version 1.1.10f: changes to the level-up logic necessary to support the "Choose Advancements" behavior in roguelike mode were causing the game to throw a null error any time it procedurally generated a character who began with a stat proficiency at level 1 (something that can randomly happen with lissit). This was causing recruitment to occasionally freeze when generating characters.
  • fixed in version 1.1.10f: on rare occasions, the AI could get softlocked after one of its characters became subject to a Hold.
#12
For the version 1.1.10e hotfix:

  • fixed in version 1.1.10e: if the player encountered a random event with a corresponding battle and they did not deploy a character involved in the event, due to some changes to the code in a recent optimization pass, the game would throw a null error upon trying to find that character on the battlefield.
  • fixed in version 1.1.10e: the game will no longer let you finish deployment in the Treasure Map event battle without the unit who buys the map.
  • new condition added in version 1.1.10e: Force Deployment. Two parameters: army number and character name. If the named character is in the roster during deployment, they will become mandatory to deploy even if they are not a mandatory Protect Char condition.
#13
For the version 1.1.10d hotfix:

  • UI improvement in version 1.1.10d: when making a custom character, the custom dialogue screen now displays a little "plus" symbol in the corner of the button for every type of dialogue for which the character has a line. As you write lines, plus symbols will appear. (Any lines you leave blank will later get a generated stand-in line based on your character's personality.)
  • gamepad UI improvement in version 1.1.10d: the shoulder buttons now change the page of the army overview screen (in case you've somehow managed to acquire more than 18 characters).
  • gamepad UI improvement in version 1.1.10d: reverted the Y button to its previous function in the reserve supplies screen so you can inspect characters there. (X remains a shortcut for Sort.)
  • fixed in version 1.1.10d: Throw Net had begun using the "end turn" after-attack behavior instead of the intended "use once" after-attack behavior.
  • fixed in version 1.1.10d: the game was not handling tags (which usually take the form of skill modifications and improvements) correctly in roguelike mode, displaying a blank white box instead of the appropriate tag. The game can now detect tags in a character's skill progression that are missing parameters and fix them on the fly.
  • fixed in version 1.1.10d: on some displays, 16:9 resolutions could sometime apparently return a false positive for a 16:10 display ratio. The game now checks a list of known 16:9 resolutions that will cause it to automatically bypass alternate display ratio checks.
  • fixed in version 1.1.10d: one of the old lissit names I removed from the game evidently found its way back into the CharNames.xml file.
#14
For the version 1.1.10c hotfix:

  • gamepad UI improvement in version 1.1.10c: the shoulder buttons can now be used to change pages of the reserve supplies screen whenever no character inventory or character screen is open.
  • gamepad UI improvement in version 1.1.10c: the X and Y buttons can now be used to automatically sort items without the need to navigate to the Sort button.
  • fixed in version 1.1.10c: when playing with gamepad, after using an item within the reserve supplies UI and seeing the character screen pop up, backing out of the character screen would send gamepad focus to the item's now-invisible Use/Give/Store submenu instead of to the character's inventory submenu, making it appear that the gamepad cursor no longer existed.
  • fixed in version 1.1.10c: under rare circumstances, an AI-controlled character running into caltrops could fail to receive a recalculation of its moves, which could in turn cause the game to hang.
  • fixed in version 1.1.10c: under rare circumstances, the game could determine an AI-controlled character's moves, and then, in the fraction of a second before executing those moves, the character could be removed from the AI army list, resulting in a range error.
  • fixed in version 1.1.10c: if an AI-controlled character tried to move through both a pressure trigger and a hold in one go, the game would trigger both even if one prevented the character from reaching the other.
  • fixed in version 1.1.10c: more unusual 16:10 display ratio resolutions will now be successfully detected by the game as well.
#15
For the version 1.1.10b hotfix:

  • fixed in version 1.1.10b: there was a second null error lurking in the same spot as the last one.
  • fixed in version 1.1.10b: when playing with gamepad, the gamepad lost focus when returning to camp late.
  • fixed in version 1.1.10b: when playing in roguelike mode with gamepad, leveling up in camp would fail to shift gamepad focus to the skill chooser box.
  • fixed in version 1.1.10b: when playing in roguelike mode, a duplicate skill could sometimes end up getting selected to appear in the skill chooser box.
  • fixed in version 1.1.10b: when playing in roguelike mode, skill range data wasn't getting supplied to the tooltips for skill buttons in the roguelike mode's skill chooser box.
  • fixed in version 1.1.10b: certain unusual 16:10 and 21:9 display ratios were not getting detected by the game.