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#1
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - Yesterday at 01:43:05 PM
  • streamlined the actions bar UI a bit. The terrain inspector button has now been moved the the main options menu, as it's really not something players will be using most of the time during play. Meanwhile, the Open/Close Door button has been absorbed into the Use button, as it really only needed to be a separate button for an extremely rare (and in the main campaign, wholly unused) scenario where a door had a separate Use trigger on it that did something other than simply opening or closing the door.
  • added a new, dedicated Inventory button to the Actions Menu that, when clicked, opens a small sub-window containing the selected character's inventory, allowing you to use/drop/give items without opening up the entire character screen.
  • new trigger type specific to free movement mode: Contact. Runs a script when the player makes physical contact with the tagged unit. (Note that this only works for characters and impassable objects--for objects the character can freely walk onto like fire, traps, or rugs, the correct trigger to use is still Pressure.)
  • fixed: in the dialogue and script editor, swapping the positions of actions within a script could produce a range error if either action lacked parameters.
  • fixed: localization for actions bar buttons was not working as intended.
  • fixed: it wasn't possible to add triggers to a proc gen character.
#2
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 14, 2026, 02:26:35 PM
  • fixed some issues with bridge placement over hazard tiles in the map editor.
  • bridges placed over hazard tiles in the map editor are now automatically placed not just 1 level above the hazard, but at the elevation of the lowest adjacent tile that is above the hazard. (So if, for example, a tile of water is flanked by two other water tiles and two cliffs at elevation 4, placing a bridge there will place it at elevation 4, even with the cliffs.) Only if there are no adjacent tiles above the hazard will the bridge placement default to 1 elevation above the hazard.
  • bridges placed in the map editor are now automatically generated with an appropriate Elev tag.
#3
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 13, 2026, 12:00:49 PM
  • the NewScene script action now has three new, optional parameters: Spawn Y, Spawn X, and Spawn Direction. For Free Movement maps, these affect where on the map the free mover spawns and what direction they'll be facing when they do.
  • the NewScene reply type now has the same new, optional parameters as the NewScene script action.
  • the Path and Patrol unit tags now function in Free Movement mode. Every 3 seconds, if the tagged character isn't already moving, they'll move to the next area in their sequence. These tags take precedence over Wander (if a character has both behaviors, they'll revert to using Wander after Path / Patrol is removed).
  • new sound effect added: Sword Draw.
  • new unit property added: lootedSound. Defines the sound they make when they're looted (currently, by way of the Chest and Chest Locked triggers).
#4
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 12, 2026, 10:17:14 AM
  • when loading an existing map within the map editor, the editor's camera now automatically pans to the center of the newly loaded map.
  • the map editor now supports drawing exit areas directly onto the map for scenes with Free Movement and Exploration Mode.
#5
Telepath Tactics Liberated (2022) / Re: Help with the campaign edi...
Last post by all_zebest - February 12, 2026, 07:06:21 AM
Thank you very much for your explanations. It helps a lot. I'll look into it.

Edit: It worked! Yeah! Back to work.
#6
Telepath Tactics Liberated (2022) / Re: First Impressions and Ques...
Last post by helpmoulting - February 12, 2026, 01:48:47 AM
The level of polish in this remake is quite impressive, and I'm excited to watch how the community develops around it. I'm eager to learn about your experiences as well!
#7
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 11, 2026, 04:26:42 PM
  • status effects now step in real-time when in free movement exploration mode: Burning and Poisoned deal damage over time, Stunned and Frozen temporarily prevent the character from moving, Move Bonus and Slowed temporarily impact the character's movement speed.
  • created new, visible "exit tiles" to transition between scenes when in free move exploration mode. If the destination scene has a Free Movement condition, these tiles can automatically reposition the free mover to specific coordinates and facing a specific direction on the destination map to represent where they're entering the map from.
#8
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - February 10, 2026, 01:37:03 PM
  • when pressing the Give button for an item in the Reserves Supplies screen, if there is only a single character currently accessing the reserve supplies, that item is now automatically given to the character instead of making you select that character as the recipient.
  • when in free movement exploration mode, if the free mover dies (as from trap damage), the game now immediately triggers a defeat state and either auto-reloads the last save or transitions to a new scene (if there's a defeat scene defined).
  • the size of sphere colliders for battlefield units can now be defined on a case-by-case basis for each unit type in PremadeUnits.xml using the new colliderSize attribute. (By default, the colliderSize for a unit is 0.25). Spike traps, iron jaw traps, and snare traps now have a smaller collider size than other objects.
#9
Telepath Tactics Liberated (2022) / Re: Help with the campaign edi...
Last post by CraigStern - February 10, 2026, 08:36:14 AM
Hi all_zebest!

1.) This is a known issue: it's supposed to transfer custom campaigns downloaded through Steam Workshop to a specific folder: Users > [whatever your Windows username is] > Documents > My Games > Together in Battle > Custom Campaigns.

For some reason I haven't yet been able to uncover, sometimes it doesn't transfer the folder despite being told to and the folders then have to be moved manually. I suspect it has something to do with how Steam's API handles things, since this only ever happens with downloaded campaigns, not the campaigns you create yourself.

2.) That same folder I just mentioned is also where your own custom campaigns will show up: Users > [whatever your Windows username is] > Documents > My Games > Together in Battle > Custom Campaigns. The individual battles and cutscenes will be located in your campaign's Maps subfolder.

Best of luck; I look forward to trying out your campaign once it's ready! :)
#10
Telepath Tactics Liberated (2022) / Help with the campaign editor
Last post by all_zebest - February 09, 2026, 10:05:36 AM
Hi, Craig. I have 2 problems in one.
1. I downloaded "The Defense of McSquigums Castle" and "The Vengeance of Emma Strider (Moddable)" through Steam Workshop. I can access the mods'files in my PC in F:\Jeux Steam\steamapps\workshop\content\1849820, but these mods are not recognised by the game and don't appear when I open the campaigns ingame.

2. On the contrary, the mod I started to make a long time ago with the "Create a New Campaign" function ingame is present ingame. Unfortunately, I erased the _Introduction file and cannot go back. Where is this folder situated on my PC (so that I can copy-paste the file from "The Vengeance of Emma Strider (Moddable)")?

Can you help me?