News:

Welcome to the new Sinister Design forums!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - CraigStern

#106
Together in Battle / Re: Together in Battle Dev Log
August 21, 2025, 09:35:02 AM
  • added in version 1.0.50k: the procedural battle generation algorithm now applies a negative weight to spaces close to treasure chests, making it less likely that enemies will spawn within move-and-attack range of chests.
  • fixed in version 1.0.50k: two different move-clearing methods in the game's AI module were conflicting when an AI character stopped moving due to wandering into a Hold, causing the second method to fail to recognize the held character as the current character and thereafter failed to call for the execution of the next move in the AI module.
  • fixed in version 1.0.50k: 19 of the proc gen dialogue line variants in CharAttributes.xml for custom campaigns were still using the deprecated -STR:TeamName- special character in lieu of -ARMYNAME-.
  • added in version 1.0.50k: the campaign creation suite's character creator now lets you specify a class when procedurally generating a random character.
#107
Telepath Tactics Liberated (2022) / Re: Dev Log
August 20, 2025, 10:02:29 PM
Hotfix 1.0.60l:

  • fixed: the game had started saving blank characters with null stats under certain circumstances, leading to null errors.
#108
Together in Battle / Re: Together in Battle Dev Log
August 19, 2025, 04:13:16 PM
  • fixed in version 1.0.50k: it was still possible to get tooltips stuck onscreen when menus were in the process of appearing.
  • fixed in version 1.0.50k: in the creation suite's character creator, abandoning a character to start making a new character was not working as intended.
  • fixed in version 1.0.50k: in the creation suite's character creator, creating characters of a particular class would cause that class to stop appearing in the character class list until the editor was exited and reentered.
#109
Together in Battle / Re: Together in Battle Dev Log
August 18, 2025, 09:12:19 AM
  • fixed in version 1.0.50i: it was possible to mouse over a unit after clicking to close to level-up screen when a character reached level 20, before the character promotion screen fully appeared, thereby leaving a tooltip stuck onscreen over the promotion window.

  • fixed in version 1.0.50j: when playing with gamepad, clicking the cancel button in the save game menu was no longer redirecting gamepad cursor focus to the correct element of the turn box.
  • fixed in version 1.0.50j: when playing with gamepad, clicking Rotate in the Action Menu would return gamepad focus to the battlefield, making multiple rotations tedious to accomplish.
  • added in version 1.0.50j: the game now supports the old Ally Pass-Through condition from the original Telepath Tactics! One parameter: true or false. If set to true, characters in the same army can freely pass through one another while moving. (This can now also be set dynamically via a script action of the same name, with the same parameter.)
#110
Together in Battle / Re: Together in Battle Dev Log
August 17, 2025, 09:47:33 PM
  • added in version 1.0.50i: the Psy Clash cards Library and Steam Engine now have 5 Health instead of 4, and Bakery now has 6 instead of 4.
  • fixed in version 1.0.50i: a fix from version 1.0.50g had also caused the "Save Game" button on the battle victory screen to stop bringing up the save game screen.
  • fixed in version 1.0.50i: when giving a character new equipment in the reserve supplies screen and then dragging another item out of their inventory with the inventory subwindow still open, upon accepting the game's prompt to auto-equip the first item, the inventory subwindow would not update to show the change in equipped items.
  • fixed in version 1.0.50i: the tooltips for items in the rightmost two columns of the reserve supplies screen had begun extending off the side of the screen following the redesign.
  • fixed in version 1.0.50i: the flag for a character having used a "can attack" skill was not being reset upon ending the turn in battle.
#111
Together in Battle / Re: Together in Battle Dev Log
August 17, 2025, 11:11:25 AM
  • fixed in version 1.0.50h: a fix from version 1.0.50g caused the "Save Game" button to stop bringing up the save game screen mid-battle.
#112
Together in Battle / Re: Together in Battle Dev Log
August 13, 2025, 01:56:18 PM
For the next update:

  • fixed: if a character was spawned directly onto the battlefield from the player's roster (i.e. not via the deployment interface) and that character already existed on the battlefield from some other source, instead of skipping the duplicate spawn, the game would clone that character, creating a copy that would persist in the game's data going forward.
#113
Telepath Tactics Liberated (2022) / Re: Dev Log
August 13, 2025, 01:48:23 PM
For hotfix 1.0.60k:

- fixed: due to an oversight in the game's logic for populating battles with both specific named characters and members of the player's roster, following the battle in Adelbrae in the randomizer campaign, Emma Strider was getting cloned in the game's data, leading to all manner of other weirdness at various points later in the campaign.
#114
Together in Battle / Re: Together in Battle Dev Log
August 11, 2025, 10:38:42 AM
  • fixed in 1.0.50g: changes to the game's save logic in version 1.0.50 meant that it was no longer saving an important flag when returning to the introduction cutscene for a new game plus.
#115
Together in Battle / Re: Together in Battle Dev Log
August 07, 2025, 09:20:03 AM
  • the download campaigns screen now shows you which custom campaigns you already possess at a glance; and if you click one you already have, it now changes the download button to an "update" button.
#116
Together in Battle / Re: Together in Battle Dev Log
August 05, 2025, 09:03:16 AM
  • fixed in version 1.0.50e: the same voice-over dialogue could get triggered multiple times within a fraction of a second at the start of a cutscene.
  • added in version 1.0.50e: custom campaigns are now created with a Dialogue subfolder for custom voice-overs.
  • added in version 1.0.50e: custom music, sounds, loop, and dialogue voice-overs can now be referenced within the PlayMusic, PlaySound, PlayLoop, and PlayDialogue script actions by prepending the string Custom: to the start of the Sound Name parameter. Updated Guide documentation for each script action to discuss this.
  • added in version 1.0.50e: in the cutscene editor's edit narration window, added instructions for attaching a custom voice-over to the narration.
  • added in version 1.0.50e: in the cutscene editor, clarified the labels for narration and dialogue buttons to make it clearer that they are for choosing the narration and dialogue for the current frame.

  • fixed in 1.0.50f: in the custom character creator, the describer subwindow could remain onscreen and cover up accessory or clothing options upon clicking to open those subwindows.
  • fixed in 1.0.50f: the NextFrame reply type would result in skipping a frame instead of moving to the next one if ending the current dialogue left nothing else open in the current frame.
  • added in 1.0.50f: the scene settings window in the cutscene editor now has a check box you can click to make it so a scene will prompt the player to save in manual save mode if they haven't saved recently.
  • added in 1.0.50f: you can now set personality, physical traits, and life background in the character creator within the campaign creation suite. (These are optional, but any that you set will feed into the suggested dialogue you roll up in subsequent steps and will enable the character to interact with the game's emergent systems more believably.)
  • added in 1.0.50f: when making a unique character in the character creator within the campaign creation suite, the game now automatically fills in missing details and camp dialogue necessary for the character to engage in the social sim side of the game.
  • fixed in 1.0.50f: the new save game logic was causing some unintended side effects when testing custom campaigns in the campaign creation suite.
  • fixed in 1.0.50f: the fix for overlapping dialogue from 1.0.50e had broken the game's capacity to create babble speech sounds.
  • fixed in 1.0.50f: part of the game's method of downloading custom campaign thumbnails had been deprecated, leading to inconsistent performance.
#117
Together in Battle / Re: Together in Battle Dev Log
August 04, 2025, 10:18:46 AM
  • added in version 1.0.50d: Create Fire Wall and Create Ice Wall are now part of the default skills available in new custom campaigns.
  • added in version 1.0.50d: Pyrostructors and Cryostructors are now part of the default class promotion options available in new custom campaigns.
  • added in version 1.0.50d: updated the items available by default in new custom campaigns to include all of the non-proc gen items available in the main campaign.
  • fixed in version 1.0.50d: in the character creator, the page picker buttons in the portrait clothing subwindow were not functioning correctly.
  • fixed in version 1.0.50d: in the character creator, opening the portrait accessories window a second time after closing it would cause the hat, mask, and glasses accessories to stop showing up.
  • fixed in version 1.0.50d: for some reason, Unity reset the Z scale of almost every skill button and many of the item buttons in the character creator to 0, rendering most of their tooltips unreadable.
#118
Together in Battle / Re: Together in Battle Dev Log
August 03, 2025, 01:40:27 PM
  • fixed in version 1.0.50d: the game's procedures for saving BattleStart save file (the files used to restart battles) so as to enable restarting of battles needed an overhaul to account for how manual save file logic works.
  • fixed in version 1.0.50d: the game was overwriting the displayed scene name of the last-used save slot upon entering a proc gen battle in manual save mode even if the game was not manually saved over that slot.
  • fixed in version 1.0.50d: under certain circumstances, the game could throw a null error when making a newly recruited character have a pre-existing relationship with another newly recruited character.
#119
Together in Battle / Re: Together in Battle Dev Log
August 02, 2025, 11:08:04 AM
  • in version 1.0.50c: you can now rate custom campaigns in the in-game custom campaign browser using new thumbs-up and thumbs-down buttons!
  • fixed in version 1.0.50c: the Restart Battle function had stopped working due to a change in the way that game data is loaded when starting a battle in manual save mode.
  • fixed in version 1.0.50c: the reserve supplies screen had become somewhat misaligned when opened during battle deployment.
  • in version 1.0.50c: added the new armory background to the assets list for use in custom campaigns.
#120
Together in Battle / Re: Together in Battle Dev Log
August 01, 2025, 11:18:06 AM
  • AI fix in version 1.0.50b: characters with an AreaPreference tag would often disregard good moves within their preferred area in favor of just listlessly moving around the preferred area if their AreaPreference modifier was set high enough.
  • fixed in version 1.0.50b: if the game chose a certain event in Camp, rejected it for lack of necessary preconditions, and then chose the Sick event in its place, the sick character would fail to show up and the game would throw a null error upon trying to add the "sick" mood to the resulting blank unit.
  • fixed in version 1.0.50b: fixed a scripting issue that was causing the game to throw fatal errors upon re-recruiting the subject of the revenge quest battle.
  • fixed in version 1.0.50b: unique named enemies with the Loyal and Natural Leader personality traits could get generated with combat barks referencing the player's team instead of their own.
  • fixed in version 1.0.50b: under some circumstances, the bug fix concerning inaccurate step count totals when an AI-constrolled character wandered onto a pressure trigger could itself produce a null error.
  • fixed in version 1.0.50b: the game had started displaying scenes names incorrectly in save files.
  • fixed in version 1.0.50b: the chosen character for the revenge quest fight wasn't scripted to be quite single-minded enough.
  • fixed in version 1.0.50b: the game had started using the wrong mask for mouths on certain NPC portraits, giving them a "stained with berry juice" appearance.
  • fixed in version 1.0.50b: under certain conditions, the AI could have a character use an item twice in a single turn.
  • fixed in version 1.0.50b: the game was not swapping out script IDs for character names in the animated objectives screen at the start of battle.
  • added in version 1.0.50b: new special characters -ARMYNAME- and -CHAR2ARMYNAME-. These get dynamically replaced with the names of the army containing the triggerer and the secondary character, respectively.
  • fixed in version 1.0.50b: the WinBattle script action was not working as intended when the player's army was not army 0.

For the next update:

  • added support for in-game upvoting and downvoting to custom campaigns in the custom campaign browser.