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#1
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Yesterday at 12:00:30 PM
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).
#2
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 15, 2025, 09:42:22 AM
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.
#3
Quote from: CraigStern on April 29, 2025, 07:39:16 AMThanks for reporting it! I'll look into this as soon as I'm able.
Edit: hm; I just tested it and I'm not seeing this issue. Can you give me a bit more context? Where in the game is this happening--in the shop? During pre-battle deployment?
I've been playing Telepath Tactics Liberated alongside Together In Battle on my Steam Deck, and I have to say—I'm loving the changes introduced with the new engine! The updated portraits are fantastic, and the game feels smoother and more polished overall. The improvements really shine on handheld, and it's been a blast jumping between both games.
#4
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 14, 2025, 06:53:43 PM
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.
#5
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 14, 2025, 09:02:45 AM
- 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.
#6
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 13, 2025, 07:29:33 AM
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.
#7
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 12, 2025, 06:53:56 AM
- 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.
#8
Together in Battle / Re: Suggestion: undeployed cha...
Last post by laurawoods - May 12, 2025, 03:10:51 AM
Which specific daytime activities do you think would be most beneficial or interesting for undeployed characters to participate in, and how might they impact gameplay balance?
#9
TSoG / Re: Download Broken? (Mac)
Last post by Jhon Blake - May 11, 2025, 11:32:54 AM
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#10
TSoG / Re: Download Broken? (Mac)
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