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Messages - CraigStern

#1
- added descriptions of all the game's status effects to the in-game glossary, cross-linked with entries to relevant stats and related status effects.

- wrote an eighth riddle for caverns.

- finished hooking up the new custom character portrait accessories buttons to the game's gamepad logic.

- fixed: the character creator in the campaign creation suite was not saving certain, newer character attributes (relevant in cases where they were edited by hand and the character was loaded back up into the editor).

- fixed: StripItemsFromUnit was causing a "key not found" error when used in battle and transferring items to reserve supplies for a roster that had not yet been established.
#2
- new arena condition: Custom Character Enemy. One of your unrecruited custom characters shows up on the enemy team to fight you!

- at the Trainer, the cost to train a character's health at any given stat level now reduces relative to their current overall level. (For instance, a level 1 character with 24 Health will pay full price to train Health; but a level 20 character with 24 Health will pay significantly less.)

- the custom character creator now supports adding custom glasses, face masks, and hats to character portraits.

- adapted spirit bifocals and monocles for use in human portraits.

- created a new Unlock Door skill button graphic that makes it more obvious what the skill does at a glance, without having to read the tooltip.

- fixed a graphical issue with human nose 14.

- the map editor now allows direct, one-click placement of destructible objects onto other objects with a passability of "All" (e.g. puddles, rugs, and so on), so long as the object being placed doesn't also have a passability of All.

- new script action: SetValByAvgLvl. Gathers all of the characters in the specified roster (or, if in battle, the specified army) and uses it to set a custom Val variable. Parameters: variable name, operation type, and roster or army number.

- new script action: LoadBark. Like LoadConv, but instead it initiates a combat bark for a specified unit.
#3
Quote from: Lyly19 on May 20, 2025, 11:22:22 PMI'm having the same issue playing Telepath Tactics Liberated on Steam Deck! Switching between gamepad and keyboard/mouse causes the UI to crash and not work properly. Hopefully, a patch will be released soon to fix this,s as I really enjoy the new gameplay and visuals in Liberated!

Hey Lyly! Can you provide more details? Where exactly is this happening?
#4
- added Weighted Nets to the game! These grant a 5% Dodge boost and Throw Net; usable by characters with net mastery.

- new skill: Throw Net. Has only a 75% chance to hit, but has a base chance of causing both Immobilized and Disarmed if it does.

- the Wyrm advanced class now gets +1 range on Throw Net.

- finished writing dedicated Hobby Response lines.

- new dialogue lines are customizable in the custom character creator: info response lines (i.e. lines responding to new information about an ally), sad info response lines (used when an ally reveals something sad about themselves), and hobby info response lines (used when an ally talks about their hobby).

- added a new "face mask" layer to character portraits.

- when randomly challenged in the streets, you can now inspect the challenger before deciding whether or not to duel them.

- fixed: spirits could be generated with the Religious personality trait despite not being generated with any bio details (including religion and deity), ensuring that their various lines were not generated correctly.

- fixed: main gauches were pulling their attributes from the Shields pool instead of their own.

- fixed: golems and spirits could be chosen as partners for certain two-character activities (most notably playing sports and playing games).

- new optional parameter added to the end of ShowRecruits: Custom Character % Chance. An integer from 0 to 100 representing the percentage chance of a single custom character appearing in recruitment. (The chance of a second custom character appearing will be half that amount.)
#5
Changes for version 1.1:

- further reduced the difficulty of the Monkey League Qualifier on sub-Brutal difficulties due to the frequency with which new players were still getting absolutely creamed by it.

- completely rewrote the game's palette-swapping code to extract the game's various army and sprite palettes from hard code and make them moddable as part of XML.

- slightly increased the starting levels of some enemies in Monkey League and Gharial League.

- buffed promoted bronze golems. Titans now gain an extra 10 bonus health (+36, up from +26), +3 to Strength (up from +2), +2 to counterattack limit, two different counterattacks (Spin Saw and Spin Saw 2), and can use Hold for a mere 1 energy. Colossi now gain +9 Strength (up from +5) and can use Engine Boost for only 3 energy.

- created three new colors for lissit spines in custom portraits: pink, light pink, and light blue.

- the stand-in values that the game uses to boost Strength for generic units in weapon-dependent classes not spawned with an equipped, droppable weapon are now more granular.

- fixed: winning the championship fair and square was leading directly to a bad ending as if the player had double-crossed Ishita Svaamee.

- the stand-in values that the game uses to boost Strength for generic units in weapon-dependent classes not spawned with am equipped, droppable weapon are now customizable on a per-class basis in Classes.xml (via the new defaultStrBonusesAtLvls attribute).
#6
Hotfix 1.0.02c:

- commas can now be used when typing out custom dialogue; the game now automatically reformats the dialogue behind the scenes so commas won't be treated as delimiters.

- fixed: if a character became wounded on the first floor of cavern exploration, a second copy of an ally could spawn on the lower level.

- fixed: when playing with gamepad, ending the turn via any sort of pop-up screen (like asking if you want to end the turn early) would result in the victory screen losing gamepad focus, forcing the player to resort to mouse and keyboard controls to proceed.

- fixed: any item with an asterisk in it (such as Quiet Mind: Focus Under Stress) would cause delimiter issues when saved in the player's reserve supplies, eventually leading to a game-breaking range error when loading a scene.

- fixed ambiguous wording in the description for Gust with Gusto.

- fixed: when using the campaign creator in 16:10 resolution, the menu bars for the map editor, cut scene editor, item editor, skill editor, and dialogue editor were not scaling as intended.

Changes for version 1.1:

- created six new skin tones usable for custom human portraits (but which will never be chosen in proc gen portraits): green, red, blue, purple, black, and white.

- created eight new skin tones usable for custom lissit portraits (but which will never be chosen in proc gen portraits): seafoam, blue, violet, red, yellow, white, gray, and black.
#7
Changes for version 1.1:

- repurposed Ebon Raban's plate armor for new custom portrait clothing: Dark Knight.

- repurposed the Specter portrait to create a new mask for custom characters: Skull.

Hotfix 1.0.02b:

- fixed: the new battle start character-facing logic was causing a null error when starting a battle with no enemies on the field (such as Treasure Thicket).
#8
Hotfix 1.0.02a:

- during heat waves in Snow Leopard League (and on maps covered with snow in Tiger League), characters now have twice as long to win in the arena before they get stricken with heat sickness.

- added a note to the Blacksmith Rescue mission warning about using loud skills.

- added a message to the Blacksmith Rescue mission informing the player that they can control Dhatuu Dil directly after speaking to him.

- added a tutorial about using keys to unlock doors to the Blacksmith Rescue mission.

- during the Battle with the Steel Bandits, when the player is spotted, the boss now waits a turn before aggro-ing so they don't sprint out ahead of all the other units and get sniped.

- fixed: the game could run a second event upon returning to camp after the battle with the steel bandits.

- fixed: the game wasn't returning to camp after the treasure thicket event, instead skipping to the calendar.

- fixed a flaw in how the game's pathfinding algorithm interacted with allied traps. Not only was it causing movement paths through traps to not appear, but it could actually produce a really nasty character positioning offset bug if you deliberately chose to walk into an allied trap under certain conditions.

- fixed: when using a gamepad in the custom character creator, hitting the B button to exit the portrait accessories window would transfer gamepad cursor focus back to the main character creation screen as intended but would leave the accessories window open.

- fixed: when playing with gamepad, in rare circumstances, it was possible for the gamepad cursor to shift focus to the battlefield rather than the victory screen as the battle ended.

- fixed: when playing with gamepad, "Click to Continue" text exhibited a small graphical glitch when animating during the camp and plot narrations.

- fixed: when playing with gamepad, pressing the X ("Actions") button while in the middle of targeting an attack would switch the gamepad's focus to the actions bar even as the actions bar remained invisible, and would not clear the attack targeting UI or text overlay with the skill's name.

- fixed: when playing with gamepad, under some circumstances when positioning the selector over a space and then selecting a skill from the actions bar which could not target the space the selector was left on, the game would fail to snap the selector to a valid attack tile space.

- fixed: the game was using the wrong activity word for proc gen dialogue about ventriloquists.

- new script action: EquipmentToList. Creates a list of all equipment in the specified character's inventory; an optional parameter narrows it only to equipment which is currently equipped.

- fixed: topic tooltips were being layered beneath the describer pane in the in-game reference for the campaign creation suite.

Changes for version 1.1:

- new skill: Berserk. Buffs the user's movement 25% and strength 20% for the turn; 4 energy.

- Berserkers now learn Berserk.
#9
Changes for version 1.1:

- continued writing hobby response lines.

- fixed: a typo was keeping the second character's portrait from showing up during the "Revenge Quest 1" event.
#10
- the undo stack now properly supports Move skills which swap the locations of two units (such as Twirl, Quick Twirl, and Trade); undoing these now resets both units to their original spots simultaneously.

- as a convenience, the shop now accounts for units temporarily absent from the group when showing what equipment your characters can use, who wants what, and why.

- special weapon availability in the shop now expands upon hitting Gharial League.

- Anatomical Treatises may now show up in the shop on rare occasions.

- day logs tracking wins and losses in the arena now distinguish between league matches and pick-up matches.

- cleaned up some mistakes in the hue-shifting mask for the Dese messenger portrait.

- fixed another long-standing UI annoyance where using a hotkey to undo a move would cause all of the revised move tiles to spawn in blank even if one of them spawned in directly beneath the current location of the mouse cursor, forcing the player to move the mouse off the tile to see the full move sequence displayed.

- fixed: Twirling a non-flying enemy into a chasm was not queueing up the requisite fatal falling damage.

- fixed: deployed units were set to face toward the central coordinates of a map, meaning that if a player deployed a character onto the very centermost tile of the map, at the start of battle, the game would temporarily assign them a facing direction of "None" and replace their sprite with a placeholder sprite until they moved. Freshly deployed characters now try to face toward the closest enemy on the map instead.

- fixed: if you dismissed a character with a truly excessively long custom name, the name could spill over onto the second line of the confirmation window and obscure the warning about how they'll be gone permanently.

- fixed: when generating special relationship labels for characters created from an existing character's NPC pool, if the characters were related, their relationship labels were getting inappropriately swapped.

- fixed: when generating special relationship labels for characters created from an existing character's NPC pool, the special relationship label on the newly created unit re: the original character was not getting capitalized.

- fixed: one of the dialogue branches during the final confrontation was missing a portrait.

- fixed: when the game detected EndConvImmediately in branch 0 of dialogue and there wasn't a speaker or any dialogue text in that branch, it would recognize the dialogue as purely a vessel to run script actions and wouldn't display the dialogue menu even if the branch was changed to one where there is a speaker or dialogue text.

- fixed: the info bar could block certain tooltips in the army overview screen.

- fixed: certain, newer dialogue-processing variables were not being cloned when cloning dialogue-processing data.
#11
For the second post-launch patch:

- normal arena battles no longer end immediately when the last opponent falls; the game now checks for victory at the end of each turn.

- increased the Drake's Health boost from +18 to +23, reduced Energy gain from +2 to +1.

- the Prophet now gets +5 Strength instead of +4; the Protector now gets +8 Psy instead of +4.

- removed most of the trash-tier and "practice" weapons from random item drops. New rare item: Void Cloak. Essentially a Shadow Cloak, but dramatically more effective.

- species that canonically float (e.g. shadowlings, spirits) now have an attribute that, when a portrait is displayed for a character of that species, causes the game to automatically make the portrait glide when it moves.

- fixed: paper scraps with riddle lines on them were not being removed from character inventories upon exiting a cavern, and were stuck indefinitely eating up inventory space.

- fixed: randomly dropped leather boots and plated boots were showing up without a valid item image.

- fixed: even if the player somehow managed to win the game without ever meeting Ishita Svaamee, the game would show them her slide during the ending sequence anyway.

- fixed a long-standing UI annoyance where using a hotkey to select an attack would cause all of the red attack tiles to spawn in blank even if one of them spawned in directly beneath the current location of the mouse cursor, forcing the player to move the mouse off the tile and back onto it to see the hit reticle and damage prediction text.

- fixed: the Together in Battle demo was inappropriately connecting to Telepath Tactics Liberated's Steam workshop instead of Together in Battle's.

- fixed: spirits and golems could be chosen for the "slur" portion of the BPD Recruitment event.

- when used in battle, the RemoveItem script action now supports using "Army X" nomenclature for the character name parameter to stripped the named item from every character in the specified army.

- new condition: Combat Victory Check. By default, this is set to true, meaning that the game will check for victory after every combat exchange where a combatant dies. If it is set to false, the game will not check to see if victory conditions have been satisfied until the end of each turn (giving the player time to do any last-minute grabbing of fallen item sacks).


For future updates:

- barudit now learn Net Mastery as part of their early skill progression.

- wrote a seventh riddle for caverns.
#12
- added Cancel buttons at every stage of the custom difficulty wizard to let the player opt out instead of finishing selecting all the options.

- increased the energy cost of Cut from 1 to 2 and the damage from 50% of Strength to 30% of Strength.

- began writing a new, distinct response type reacting to character hobby lines.

- the Tab key now replicates the "next character" function of the mouse wheel in character screens and the reserve supplies window.

- wrote a new rainstorm narration for Disciplined characters.

- wrote another variant for Teach Response dialogue.

- fixed a typo in one of the sad info response lines.

- fixed: due to a scripting mistake, guessing the wrong answer to a riddle during cavern exploration would cause the game to reveal the answer.

- added documentation for the -HOBBYVERB- special character.

- new special characters: -CHAR2HOBBY-, -CHAR2HOBBYTXT-, -CHAR2HOBBYVERB-, -CHAR2LIKE-, and -CHAR2LIKETXT-, allowing a reacting character to reference their own likes in proc gen dialogue.

- fixed: a couple of null errors could occur when triggering a chain of exploding satchel charges.

- fixed: a cavalier could charge directly onto a tile with elevation 2 greater than the second-to-last tile, so long as the charge started on a tile no less than 1 elevation below the ending tile.

- fixed: a cavalier could charge and hit a tile with elevation 2 greater than the second-to-last tile, so long as the charge started on a tile no less than 1 elevation below the ending tile.

- fixed: narration about a character running out into the rain during the rainstorm event could continue to show the inside of the tent.

- fixed: narration about a wounded character during the rainstorm event could continue to show rain particle effects if the preceding character was a golem or someone otherwise outdoors.

- fixed: golems and spirits could be inappropriately chosen for certain two-character camp activities.

- fixed: the game never set the default move type for unique generated characters created via the GenerateUnique script action, causing these units to have their move type permanently set to "Swimming" when attempting to reset the unit's current move type upon emerging from water.

- fixed: backgrounds that normally provide an additional physical trait were not doing so for custom characters.

- fixed: when playing with gamepad and creating a new custom character, canceling out of the new character screen did not return gamepad focus to the custom character browser.

- fixed: when creating a custom difficulty, the game would override your choice of time limit with 140 days.

- fixed a small typo in Rohit's dialogue when he gives the player a deck during the Festival of the Ascendant Lights.
#13
For the second post-launch patch:

- reconfigured the barudit's late skill progression to ensure they more consistently get a greater variety of skills.

- barudit now learn either Nimble Stance or Defiant Stance instead of Preemptive Stance or Defiant Stance.

- new skill: Quick Shove. Shove, but it costs 2 energy and doesn't end the turn. Barudit and Prophets now learn this.
#14
- fixed: when playing with gamepad, the recruitment menu was off by 1 when disabling character portraits upon recruitment.

- fixed some graphical errors with hair layering for generic male kineticist, generic female cryokineticist, generic female psy healer, and generic assassin portraits.

- fixed a graphical error with the masking for generic female photokineticists.

- fixed: Secret line 17 could be generated in a variant too long for the dialogue box.

- fixed: unintended species could be generated with Secret line 03.
#15
- improved the quality of item sacks thrown by fans in the crowd as the player advances up the leagues.

- gave the Barudit class an additional early proficiency in Health or Dodge.

- Blackguards now gain +8 bonus Health instead of +5.

- Wyrms now gain +6 bonus Strength instead of +5.

- increased the Prophet's Dodge boost from +25 to +30.

- Protectors are now guaranteed to learn Far Shield.

- when using script actions to spawn units within a randomized range of spaces, the game will now check ahead to ensure that environmental hazard tiles are not chosen for the spawn spot, and will pick the closest safe space to the one randomly chosen.

- AI improvement: the game now considers Disarmed, Slowed, and Sick status effects less valuable when scoring moves.

- AI improvement: the game now factors in space damage on all AI levels, not just the highest one.

- fixed: golems and spirits could react to an ally cooking dinner.

- fixed: in some circumstances in caravan defense missions, it was possible for caravan guards to spawn already submerged in water.

- fixed: camp activities for novelists and toymakers had a formatting error in their camp activities that caused the game to throw an error when holding a one-on-one with them in camp.

- AI fix: the AI valued actions applying Disarmed status to targets who were already disarmed.

- AI fix: the AI was not recognizing chasm tiles as potentially damaging units who moved over them (even while temporarily levitating).