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Messages - CraigStern

#1
I've been quietly working on a big, big update the past couple of weeks! For version 1.1.00:

  • New unlockable campaign: Multiplayer Arena! Upon reaching the Monkey league Qualifier in the main campaign, the game will unlock a new, built-in play mode called Multiplayer Arena, which will become selectable along with all the other campaigns in the New Game menu of the title screen.

    Multiplayer Arena lets you assemble teams of custom characters and control them in small-scale fights against other teams of equal size. Make a team with your own characters, import your friends' characters onto other teams, and see whose teams are best!

    All characters will be auto-leveled to a level of your choosing at the start of each fight. Fights can be player-versus-player, player-versus-AI, and AI-versus-AI; the campaign will automatically track how many wins each team has.
  • UI improvement: bulk purchases. When selecting items in the shop that aren't one-offs (e.g. bandages, focus pills, mangos, etc.), there is now a special window that lets you specify the number to buy. (This supports buying up to 99 of an item at a time.)
  • added in support for a brand-new Free Movement exploration mode. This is very similar to the free exploration that existed in the old Telepath RPG titles: in this mode, you assign a character for the camera to follow, and that character can now be moved around directly in real-time using WASD or the arrow keys (or, when using a gamepad, the left joystick). This character can interact with adjacent characters and objects using Space Bar (or the A button when using a gamepad), and can advance single-reply dialogue branches using the same input.

    Unlike the exploration in Telepath RPG Chapter 2 and Telepath RPG: Servants of God, free movement mode in the TIB engine supports stairs, doors, bridges, and 3D terrain with differing elevations. (It also supports new tricks like jumping and dropping from high ground down to low ground!)

    Although free movement mode is not used in the main Together in Battle campaign, it is now freely available to use in custom campaigns! Simply invoke the new Free Movement condition in a battle scene to turn it on, then specify the character you want as the free mover (or else specify an army and let the game pick one for you).
  • new script action: Bookmark. This sets a dialogue branch for the game to automatically go to if the current dialogue is re-triggered. (For example: in dialogue where a character tells you to go run an errand, you can use Bookmark to have the game auto-jump to a branch where the character scolds you for dawdling if you talk to them again.)
  • new unit triggers for objects: Chest and Chest Locked. These cause the affected object to behave like a traditional JRPG treasure chest when in Free Movement exploration mode. Chest Locked allows the chest to be opened with a key or--if the character has lockpick mastery--a lockpick, whereas Chest allows it to be opened freely. Items from the object's inventory then go directly into the opening character's inventory, with any excess items going directly to the reserve supplies: no item sack required. Moreover, the chest's state is then automatically saved, meaning that it will already be open and empty if the player returns to the scene later.
  • new unit tag for objects: Persistent. This causes the current state of the tagged object to carry over if the player exits the scene and returns later (just as it now does with looted chests using the Chest and Chest Locked triggers).
  • new unit tag: Wander. In Free Movement maps, this gives the tagged character a 2-in-3 chance of moving one step in a random direction every 3 seconds or so a la townsperson NPCs from classic JRPGs.
#2
Together in Battle / Re: Stamina bug
Today at 08:43:06 AM
Quote from: LesterBurnett on Today at 02:16:17 AMSome backgrounds or passive quirks drain stamina overnight even if they are not assigned to activities.

Apologies if you're a real person, but this reads like a bot comment. Which "backgrounds or passive quirks" have you seen drain stamina?
#3
Together in Battle / Re: Together in Battle Dev Log
January 18, 2026, 12:20:02 PM
  • gamepad improvement: when in the shop, you can now move the gamepad cursor over the army overview, calendar, deck, and options buttons.
#4
Together in Battle / Re: Together in Battle Dev Log
January 17, 2026, 03:24:59 PM
For version 1.0.58:

  • fixed: in rare circumstances, it was possible to end up with a MovePortrait script action that did not refer to a valid portrait (e.g. by clicking too quickly in the final dialogue branch when accepting the Stepwell mission), which would cause the game to throw a null error and lock up.
#5
Together in Battle / Re: Stamina bug
December 01, 2025, 12:17:57 PM
Hey skyler! Have you tried saving a log file and emailing it to me? I can take a look and see if there's something untoward going on.
#6
Together in Battle / Re: Together in Battle Dev Log
October 30, 2025, 04:14:01 PM
  • optimized the game's AI algorithm a bit more for faster calculation of moves.
#7
Together in Battle / Re: Together in Battle Dev Log
October 15, 2025, 09:17:26 AM
Version 1.0.56 fixes a security issue that was announced in Unity by moving to a new editor version.

For the next update (v. 1.0.57):

  • fixed: morale-boosting equipment could cause the game to display a morale value above the morale cap of 10.
#8
Together in Battle / Re: Together in Battle Dev Log
October 02, 2025, 01:34:36 PM
  • fixed in version 1.0.55b: in many instances during the summer palace investigation, if a character volunteered to lockpick the study drawer, the wrong name would be displayed during their dialogue.
  • fixed in version 1.0.55b: the kineticist boss in the summer palace escape was not getting activated as intended.
  • fixed in version 1.0.55b: the character creator was allowing custom characters to be created with a nickname identical to their first name.
  • fixed in version 1.0.55b: the cancel button in the character creator's custom dialogue screen was partially overlapped by the Secret dialogue button.
  • fixed in version 1.0.55b: when right-clicking a destructible object with a custom sprite, the game would fail to load the custom sprite for the character screen and would end up throwing a null error.
#9
Together in Battle / Re: Together in Battle Dev Log
September 25, 2025, 10:51:40 AM
  • fixed in version 1.0.55a: when playing on Steamdeck, save and main menu buttons in the deployment and victory screens would appear halfway offscreen.
#10
Together in Battle / Re: Together in Battle Dev Log
September 24, 2025, 04:30:41 PM
For the next update:

  • fixed in version 1.0.55a: unlearned skills and masteries with "Claw" as part of their name (e.g. Claw Mastery or Claw Counterattack) left in a spriggat's skill progression were not being added to their new skill progression upon promotion (most often in cases of promotion via Book of Power), causing the character to simply never learn them.
#11
Together in Battle / Re: Together in Battle Dev Log
September 24, 2025, 09:12:33 AM
  • if a character gains a tag that alters the after-attack behavior of a skill (for example, making it so that using a certain skill no longer ends the turn), this is now reflected in the description for that skill in its mouseover tooltip for that character.
  • when a character equips a new weapon that grants a weapon skill, that weapon skill now appears all the way at the start of the skills list in the actions bar.
#12
Together in Battle / Re: Together in Battle Dev Log
September 23, 2025, 12:34:10 PM
  • if a character has a weapon equipped in battle, the game now displays it in the bottom-left corner of their portrait next to the Actions Bar.
  • if a character has a weapon equipped in battle and they have other equippable weapons available, the game now displays arrows above the weapon in the bottom-left corner of the character's portrait next to the Actions Bar. Clicking them cycles through the character's equippable weapons, auto-updating the Actions Bar and any damage prediction text accordingly.
  • new hotkeys (, and .) now let you quickly cycle through the current selected character's equippable weapons, auto-updating the Actions Bar as well as any attack tiles and damage prediction text currently onscreen accordingly.
  • when playing with gamepad, the right trigger now only acts as a shortcut for End Turn if no character is selected; if a character is selected, it now instead cycles the current selected character's equipped weapon.
  • updated the gamepad controls visual aid in the game settings menu.
  • further reduced the AI value for the Disarmed status effect to make the AI less likely to value Disarm over damage-inflicting skills.
  • the Manage Supplies option is now selectable in town even on scheduled arena match days.
  • fixed: under some circumstances, a flying character Twirling an enemy down into water or lava off of a cliff could produce an infinite loop of the victim splashing into the liquid.
#13
Together in Battle / Re: Together in Battle Dev Log
September 22, 2025, 05:24:43 PM
  • the Reserve Supplies screen now shows a red warning icon on any character in a weapon-reliant class who is currently equipped with a broken weapon...or not equipped with any weapon at all.
  • the Reserve Supplies screen now shows an orange warning icon on any character in a weapon-reliant class who is currently equipped with a weapon that is down to 1/3rd of its maximum uses or less.
  • items now show a red warning icon if they're weapons which are broken.
  • items now show an orange warning icon if they're weapons at 1/3rd uses remaining or less.
  • recolored the old "new item" indicator in light green to make it stand out from the new warning indicators.
  • fixed: when playing with gamepad, opening the army overview screen would start the cursor off over the salary icon, making it difficult to navigate down to the individual character rows. (It now starts off positioned over the level/experience icon.)
  • fixed: when playing with gamepad, empty character rows in the army overview screen were navigable.
  • fixed: when playing with gamepad, the bug reports screen still opened the virtual keyboard despite the fact that there is no longer an input text field there.
  • fixed: when playing with gamepad, the bug reports screen had certain disabled UI elements still treated as viable targets for cursor navigation.
  • fixed: when playing with gamepad, the bug reports screen had issues with gamepad cursor alignment.
  • fixed: a handful of inanimate destructible objects were missing immunity to Poisoned status.
  • fixed: Powerbot 5000 was missing immunity to Poisoned status.
#14
Together in Battle / Re: Together in Battle Dev Log
September 21, 2025, 12:42:47 PM
For the next update, version 1.0.55:

  • the game now offers you a Skip Daytime button in Kalkerapur if no characters remain in your roster or you've used at least 1 time point for the day. This will let you go directly to camp.
#15
Together in Battle / Re: Together in Battle Dev Log
September 18, 2025, 11:18:58 AM
  • fixed in version 1.0.53b: major plot events occurring in town in the morning (specifically those tied to the game's first bad ending) would get preempted and fail to appear if they coincided with a scheduled league match in the arena.