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#1
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Today at 05:46:13 PM
  • new unit tag: NeedsKeyType. One parameter: Key ID. If used, this requires that the key's loadID contain the Key ID before it will unlock the thing tagged. (For example: if the Key ID is "Gold" then keys with loadIDs of "Key Gold" and "Key Ring Gold" will both unlock it, but the normal "Key" and "Key Ring" items won't, since they don't contain the word "Gold.")
  • new item that comes by default with new custom campaigns: Gold Key.
  • fixed: the localization file was missing a localization for the Locked passability type.
#2
Hello all, i am new here. Nice to meet you, all!
#3
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Yesterday at 11:23:35 AM
  • persistent danger tiles now return to the battlefield after canceling (or launching) attacks, adjusting to any changes in unit position.
  • the campaign editor now displays scenes as type (Exploration) instead of type (Battle) if they have a Free Movement condition among their starting map conditions.
  • new animated destructible object created: Miasma Pools. Characters who walk into them suffer 9 Shadow damage, suffer decreased dodge and decreased physical defenses, and have a chance to gain the Slowed status effect.
  • new sound effects: Steam, Miasma Pool, Chest Open.
  • new sound loop: Swim.
  • new 3D Particle effects: Miasma, MiasmaSmall, Sparkle Heal, LavaSwim, and SwimRing.
  • new skill available to use: Ooze! Intended primarily for use as an on-death attack, Ooze creates a Miasma Pool on the user's space.
  • improved the placement and design of dialogue branch mouseover tooltips in the dialogue editor.
  • the dialogue editor now supports cloning whole dialogue trees and scripts.
  • fixed: editing a script's name within the dialogue editor was not working properly due to the game looking for a variable in the wrong spot.
  • fixed: the game could throw a null error attempting to use DamageChar on a character not present on the battlefield.
  • fixed: the game could unpause inappropriately after closing the reserve supplies screen in battle when other screens (such as the dialogue menu) remained open.
#4
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 13, 2026, 11:57:45 AM
  • in the map editor, the procedural character generator within the new unit window now supports specifying skin and hair palettes for the character, and now contains a continuously updating sprite preview to show you what the resulting colors will be.
#5
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 12, 2026, 02:13:39 PM
  • bottomless chasms can now be dropped into in free movement mode! (They are, of course, instant death.)
  • levitating and heavy status effects now work correctly with free movement mode.
  • increased unit tooltip opacity to 75% for readability.
  • added extra logic for closing the quick-access inventory window after using an item or when hitting Escape/right-clicking the battlefield/pressing B on the gamepad.
  • fixed a bunch of edge cases where the new move routing logic could break.
  • fixed: visiting the recruiter with 1 time point left, then immediately leaving would result in the player returning to town with a full 2 time points to spend.
#6
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 11, 2026, 11:57:54 AM
  • fixed: the image for the Void Cloak was not appearing due to a formatting error.
  • in the dialogue editor, mousing over a dialogue branch now pops up a tooltip previewing the branch's replies and telling you how many script actions live on that branch.
  • in the dialogue editor, script actions and replies attached to a dialogue branch have now been given Clone buttons to let you quickly create a copy of an existing action or reply.
  • in the shop editor, each stock has now been given a Clone button to let you quickly create a copy of it.
  • added generic bronze weapons to the default selection of items available in custom campaigns.
  • new custom campaigns now come with versions of the old Telepath Tactics Liberated cast who've had their stats adjusted to better harmonize with TIB; they've also been assigned skin and hair palettes for their sprites to align with their portraits. Many of these characters have also been de-leveled to level 1 for immediate use at the start of a campaign.
  • when a map is renamed in the map editor, the file bearing the old name is now automatically deleted.
  • when a cutscene is renamed in the cutscene editor, the file bearing the old name is now automatically deleted.
  • added support for confirming choices via the Enter key to all remaining menus in the map editor and cutscene editor.
#7
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 10, 2026, 02:02:13 PM
  • UI improvement: added icons to all of the buttons in the battle menu for better legibility.
  • UI improvement: when testing a custom campaign, the main menu quit button now reads "Quit to Editor" instead of "Quit to Title Screen."
  • fixed: when playing with gamepad, the glossary would not gain gamepad focus after attempting to open the Glossary within battles.
  • fixed: when playing with gamepad, the gamepad cursor could be misaligned when moving over main menu buttons within a cutscene.
  • new script action: SetExitArea. Creates a new ExitArea--or, if an existing ExitArea was named, alters its properties. Parameters: exit name, loads scene, top Y, bottom Y, left X, right X, spawn facing (optional), spawn Y (optional), and spawn X (optional).
  • new script action: RemoveExitArea. Removes an ExitArea from the map. One parameter: exit name.
  • added 3 new text sprites that can be used in dialogue and custom menu buttons: Restart, Settings, and Surrender.
#8
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 09, 2026, 10:24:03 AM
  • UI improvement: if an enemy has been clicked to display their move-and-attack range, their range will remain onscreen after you click undo or move one of your own units, updated to reflect any changes to spaces they can reach.
  • fixed: after concluding dialogue mid-battle with one of multiple adjacent talk options, the "Talk to Whom?" text overlay would reappear onscreen.
  • fixed: when playing with gamepad, the Objectives reminder window would remain onscreen if the player attempted to close it with the B button.
  • fixed a few unintended behaviors when the Objectives reminder window if playing with gamepad.
  • fixed: when playing with gamepad, the gamepad cursor could be misaligned when moving over the day log button within a calendar cell.
#9
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 08, 2026, 12:47:28 PM
  • to make up for the fact that unit tooltips no longer pop up during attack targeting, the one truly crucial bit of contextual information they contain--whether the target has counterattacks available--is now replaced by an indicator within the targeting reticle itself. If a skill's target is capable of counterattacking you, a flashing counterattack icon will now appear in the bottom-right of the targeting reticle to warn you.
  • when you move a character, the game now attempts to follow the exact sequence of spaces you traced out on the battlefield instead of picking a path on its own. This should mean that players no longer need to move in multiple stages to avoid having the game route them through traps. You can "backtrack" and the game will remember the previous bits of your route. (Note that if you draw a route that exceeds the mover's maximum available steps, the game will throw out your route and generate its own route as before, but you can simply move the cursor back over the mover to start over with your own route.)
#10
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - March 07, 2026, 11:04:08 PM
  • fixed: iron jaw traps were presenting glitched pop-up text due to having the affects property of their DamageCharAt script action inappropriately overwritten.
  • fixed: if a pyrokineticist caused someone to become Burning, then the Burning status effect caused the target to die during the computer's turn and the pyrokineticist both leveled up from it and said a victory bark, the game would inappropriately proceed before the victory bark dialogue box was closed, which could result in the game becoming softlocked.
  • fixed: when playing with gamepad, character tooltips would often pop up onscreen before the camera had caught up to the cursor, causing the tooltips to obscure things onscreen. There is now a short delay before tooltips appear when moving over an object even in mouse and keyboard mode, but even moreso when playing with gamepad.