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#11
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 17, 2025, 09:47:33 PM
  • added in version 1.0.50i: the Psy Clash cards Library and Steam Engine now have 5 Health instead of 4, and Bakery now has 6 instead of 4.
  • fixed in version 1.0.50i: a fix from version 1.0.50g had also caused the "Save Game" button on the battle victory screen to stop bringing up the save game screen.
  • fixed in version 1.0.50i: when giving a character new equipment in the reserve supplies screen and then dragging another item out of their inventory with the inventory subwindow still open, upon accepting the game's prompt to auto-equip the first item, the inventory subwindow would not update to show the change in equipped items.
  • fixed in version 1.0.50i: the tooltips for items in the rightmost two columns of the reserve supplies screen had begun extending off the side of the screen following the redesign.
  • fixed in version 1.0.50i: the flag for a character having used a "can attack" skill was not being reset upon ending the turn in battle.
#12
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 17, 2025, 11:11:25 AM
  • fixed in version 1.0.50h: a fix from version 1.0.50g caused the "Save Game" button to stop bringing up the save game screen mid-battle.
#13
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 13, 2025, 01:56:18 PM
For the next update:

  • fixed: if a character was spawned directly onto the battlefield from the player's roster (i.e. not via the deployment interface) and that character already existed on the battlefield from some other source, instead of skipping the duplicate spawn, the game would clone that character, creating a copy that would persist in the game's data going forward.
#14
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - August 13, 2025, 01:48:23 PM
For hotfix 1.0.60k:

- fixed: due to an oversight in the game's logic for populating battles with both specific named characters and members of the player's roster, following the battle in Adelbrae in the randomizer campaign, Emma Strider was getting cloned in the game's data, leading to all manner of other weirdness at various points later in the campaign.
#15
General Discussion / Re: So, what do you think?
Last post by atommother - August 13, 2025, 02:04:17 AM
Not blasphemy at all! Organizing some multiplayer gaming sessions while waiting for Telepath Tactics sounds like a great way to keep the community engaged.
#16
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 11, 2025, 10:38:42 AM
  • fixed in 1.0.50g: changes to the game's save logic in version 1.0.50 meant that it was no longer saving an important flag when returning to the introduction cutscene for a new game plus.
#17
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 07, 2025, 09:20:03 AM
  • the download campaigns screen now shows you which custom campaigns you already possess at a glance; and if you click one you already have, it now changes the download button to an "update" button.
#18
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 05, 2025, 09:03:16 AM
  • fixed in version 1.0.50e: the same voice-over dialogue could get triggered multiple times within a fraction of a second at the start of a cutscene.
  • added in version 1.0.50e: custom campaigns are now created with a Dialogue subfolder for custom voice-overs.
  • added in version 1.0.50e: custom music, sounds, loop, and dialogue voice-overs can now be referenced within the PlayMusic, PlaySound, PlayLoop, and PlayDialogue script actions by prepending the string Custom: to the start of the Sound Name parameter. Updated Guide documentation for each script action to discuss this.
  • added in version 1.0.50e: in the cutscene editor's edit narration window, added instructions for attaching a custom voice-over to the narration.
  • added in version 1.0.50e: in the cutscene editor, clarified the labels for narration and dialogue buttons to make it clearer that they are for choosing the narration and dialogue for the current frame.

  • fixed in 1.0.50f: in the custom character creator, the describer subwindow could remain onscreen and cover up accessory or clothing options upon clicking to open those subwindows.
  • fixed in 1.0.50f: the NextFrame reply type would result in skipping a frame instead of moving to the next one if ending the current dialogue left nothing else open in the current frame.
  • added in 1.0.50f: the scene settings window in the cutscene editor now has a check box you can click to make it so a scene will prompt the player to save in manual save mode if they haven't saved recently.
  • added in 1.0.50f: you can now set personality, physical traits, and life background in the character creator within the campaign creation suite. (These are optional, but any that you set will feed into the suggested dialogue you roll up in subsequent steps and will enable the character to interact with the game's emergent systems more believably.)
  • added in 1.0.50f: when making a unique character in the character creator within the campaign creation suite, the game now automatically fills in missing details and camp dialogue necessary for the character to engage in the social sim side of the game.
  • fixed in 1.0.50f: the new save game logic was causing some unintended side effects when testing custom campaigns in the campaign creation suite.
  • fixed in 1.0.50f: the fix for overlapping dialogue from 1.0.50e had broken the game's capacity to create babble speech sounds.
  • fixed in 1.0.50f: part of the game's method of downloading custom campaign thumbnails had been deprecated, leading to inconsistent performance.
#19
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 04, 2025, 10:18:46 AM
  • added in version 1.0.50d: Create Fire Wall and Create Ice Wall are now part of the default skills available in new custom campaigns.
  • added in version 1.0.50d: Pyrostructors and Cryostructors are now part of the default class promotion options available in new custom campaigns.
  • added in version 1.0.50d: updated the items available by default in new custom campaigns to include all of the non-proc gen items available in the main campaign.
  • fixed in version 1.0.50d: in the character creator, the page picker buttons in the portrait clothing subwindow were not functioning correctly.
  • fixed in version 1.0.50d: in the character creator, opening the portrait accessories window a second time after closing it would cause the hat, mask, and glasses accessories to stop showing up.
  • fixed in version 1.0.50d: for some reason, Unity reset the Z scale of almost every skill button and many of the item buttons in the character creator to 0, rendering most of their tooltips unreadable.
#20
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 03, 2025, 01:40:27 PM
  • fixed in version 1.0.50d: the game's procedures for saving BattleStart save file (the files used to restart battles) so as to enable restarting of battles needed an overhaul to account for how manual save file logic works.
  • fixed in version 1.0.50d: the game was overwriting the displayed scene name of the last-used save slot upon entering a proc gen battle in manual save mode even if the game was not manually saved over that slot.
  • fixed in version 1.0.50d: under certain circumstances, the game could throw a null error when making a newly recruited character have a pre-existing relationship with another newly recruited character.