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Messages - CraigStern

#16
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.
#17
- 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.
#18
- 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.
#19
- 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.
#20
- 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.
#21
- 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.

- added little extra blurbs to the ending based on the player's final choice.

- fixed: if payday occurred on the same night as a scheduled evening plot event but the player didn't make payroll, it would cause the game to skip over the evening event in favor of having their characters react to not getting paid, potentially locking the player out of continuing the main investigation.

- 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.
#22
- 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.
#23
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?
#24
- 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.)
#25
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.

- 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).
#26
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.
#27
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).
#28
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.
#29
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.
#30
- 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.