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#11
General Discussion / Re: Rules of the Internet 4cha...
Last post by otis5842 - October 01, 2025, 01:43:38 AM
Do the rules reflect real cultural truths about online behavior, or are they just inside jokes from the early imageboard community?
#12
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 25, 2025, 10:51:40 AM
  • fixed in version 1.0.55a: when playing on Steamdeck, save and main menu buttons in the deployment and victory screens would appear halfway offscreen.
#13
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 24, 2025, 04:30:41 PM
For the next update:

  • fixed in version 1.0.55a: unlearned skills and masteries with "Claw" as part of their name (e.g. Claw Mastery or Claw Counterattack) left in a spriggat's skill progression were not being added to their new skill progression upon promotion (most often in cases of promotion via Book of Power), causing the character to simply never learn them.
#14
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 24, 2025, 09:12:33 AM
  • if a character gains a tag that alters the after-attack behavior of a skill (for example, making it so that using a certain skill no longer ends the turn), this is now reflected in the description for that skill in its mouseover tooltip for that character.
  • when a character equips a new weapon that grants a weapon skill, that weapon skill now appears all the way at the start of the skills list in the actions bar.
#15
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 23, 2025, 12:34:10 PM
  • if a character has a weapon equipped in battle, the game now displays it in the bottom-left corner of their portrait next to the Actions Bar.
  • if a character has a weapon equipped in battle and they have other equippable weapons available, the game now displays arrows above the weapon in the bottom-left corner of the character's portrait next to the Actions Bar. Clicking them cycles through the character's equippable weapons, auto-updating the Actions Bar and any damage prediction text accordingly.
  • new hotkeys (, and .) now let you quickly cycle through the current selected character's equippable weapons, auto-updating the Actions Bar as well as any attack tiles and damage prediction text currently onscreen accordingly.
  • when playing with gamepad, the right trigger now only acts as a shortcut for End Turn if no character is selected; if a character is selected, it now instead cycles the current selected character's equipped weapon.
  • updated the gamepad controls visual aid in the game settings menu.
  • further reduced the AI value for the Disarmed status effect to make the AI less likely to value Disarm over damage-inflicting skills.
  • the Manage Supplies option is now selectable in town even on scheduled arena match days.
  • fixed: under some circumstances, a flying character Twirling an enemy down into water or lava off of a cliff could produce an infinite loop of the victim splashing into the liquid.
#16
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 22, 2025, 05:24:43 PM
  • the Reserve Supplies screen now shows a red warning icon on any character in a weapon-reliant class who is currently equipped with a broken weapon...or not equipped with any weapon at all.
  • the Reserve Supplies screen now shows an orange warning icon on any character in a weapon-reliant class who is currently equipped with a weapon that is down to 1/3rd of its maximum uses or less.
  • items now show a red warning icon if they're weapons which are broken.
  • items now show an orange warning icon if they're weapons at 1/3rd uses remaining or less.
  • recolored the old "new item" indicator in light green to make it stand out from the new warning indicators.
  • fixed: when playing with gamepad, opening the army overview screen would start the cursor off over the salary icon, making it difficult to navigate down to the individual character rows. (It now starts off positioned over the level/experience icon.)
  • fixed: when playing with gamepad, empty character rows in the army overview screen were navigable.
  • fixed: when playing with gamepad, the bug reports screen still opened the virtual keyboard despite the fact that there is no longer an input text field there.
  • fixed: when playing with gamepad, the bug reports screen had certain disabled UI elements still treated as viable targets for cursor navigation.
  • fixed: when playing with gamepad, the bug reports screen had issues with gamepad cursor alignment.
  • fixed: a handful of inanimate destructible objects were missing immunity to Poisoned status.
  • fixed: Powerbot 5000 was missing immunity to Poisoned status.
#17
General Discussion / Re: How can you adjust the gam...
Last post by angelicajwilson - September 22, 2025, 01:08:52 AM
You can usually adjust the game quality from the in-game settings menu. Look for options like low, medium, or high under graphics. If you're using Adobe Air, it should appear in the main menu or options tab.
#18
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 21, 2025, 12:42:47 PM
For the next update, version 1.0.55:

  • the game now offers you a Skip Daytime button in Kalkerapur if no characters remain in your roster or you've used at least 1 time point for the day. This will let you go directly to camp.
#19
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 18, 2025, 11:18:58 AM
  • fixed in version 1.0.53b: major plot events occurring in town in the morning (specifically those tied to the game's first bad ending) would get preempted and fail to appear if they coincided with a scheduled league match in the arena.
#20
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 17, 2025, 09:52:50 AM
For the next update:

  • added in version 1.0.53b: a new unit appears in the last battle on difficulty levels above Relaxed.
  • fixed in version 1.0.53b: one of the units in the last battle was mistakenly spawned at level 38 instead of level 20.