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#11
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 23, 2025, 11:19:21 AM
- a long-awaited UI improvement: when in the Reserve Supplies screen, if playing with a mouse and keyboard, you can now drag and drop items directly from reserve supplies onto specific characters! (And from character inventories back into the reserve supplies as well.) 😃

- the game now tracks how much your payroll comes to with the day log for each payday.

- if you fail to make payroll, the game now saves a separate day log recording how far short of payroll you fell.
#12
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 22, 2025, 11:20:32 AM
- increased starting food from 100 to 105 to avoid outlier situations where the player could run out of food shortly after fighting the qualifier match.

- fixed: the shop's 10% Weddingsday discount was based solely on the default shop price level in Challenging; it did not scale with the differing shop price levels of other difficulty settings, and so was not actually offering 10% off on those difficulties.
#13
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 21, 2025, 02:12:38 PM
- created a new unique weapon graphic: Samarpan.

- finally got a unique animated visual effect for Vengeance, and it looks awesome! Incorporated it into the game. :D

- wrote new character gossip: characters who talk might now discuss the Festival of the Ascendant Lights during the week and a half leading up to it.

- fixed: cave walls could be set on fire by explosives despite having a Heat resistance of 100.
#14
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - March 21, 2025, 10:38:11 AM
- fixed in version 1.0.60i: the game could sometimes recruit a second Emma Strider during the bandit fortress escape in randomizer mode.

- fixed in version 1.0.60i: the game could sometimes throw a range error during exploration.
#15
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 20, 2025, 10:18:39 AM
- created a map of Dese.

- the glossary can now display maps in lieu of a text description.

- the glossary can now be accessed in battle.

- added glossary entries for the Exostose Mountains, Tavaar Mountains, and Hadi Desert.

- when custom campaigns are created, they now come with a folder (and instructions, and an example map graphic) for adding custom maps to the campaign's glossary.

- added a bit more texture to the new palette-swapping hair for the female axefighter sprites.
#16
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 19, 2025, 12:02:29 PM
- more work on the final battle.

- added alternate spirit and golem lines to the introductory dialogue at the start of the summer palace escape battle.

- new script action: ShowObjectives. Brings up the animated objectives UI showing current objectives.
#17
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 18, 2025, 12:30:31 PM
- more work on the final battle.

- stat alterations caused by a character's current terrain are now noted in the character screen.

- new script action: ChangeArmyController. Changes an army from human-controlled to AI-controlled, or vice versa. Two parameters: army number and "is human" (a boolean that can be set to true or false).

- new sound effects: Crowd Gasp, Crowd Gasp Male, Crowd Murmuring 2.

- fixed: when clicking on enemies, the game was not displaying danger tiles for skills that exclusively imposed certain status effects like Enthralled or Clouded (e.g. Mind Control).

- fixed: the terrain inspector would not display healing effects associated with terrain tiles.

- fixed: when stats got into the triple digits, they could get cut off in the character screen.

- fixed: the code which looks ahead to see if a crucial character is going to immediately die from environmental damage after the turn starts (and, if so, shut off the mid-battle save function to prevent the player soft-locking themselves) had not been updated to account for destructible objects which add environmental damage to a space (such as fire).
#18
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 17, 2025, 07:28:00 PM
Did some searching online to find an artist able to draw a map of Dese.

- worked on the final battle some more.

- new script action: ChangeArmyColor. Two parameters: army number and color.

- fixed: the Transfer script action would add a character to the destination roster even if they no longer existed in the roster they were to be transferred from, causing characters who fell to permadeath during the bandit fortress escape maps to appear on the main roster anyway.

- fixed: the -ATKX- and -ATKY- special characters had started each returning 0 when using skill scripts regardless of where the attack was centered.
#19
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - March 17, 2025, 11:59:53 AM
For hotfix 1.0.60h:

- fixed in version 1.0.60h: the Transfer script action would add a character to the destination roster even if they no longer existed in the roster they were to be transferred from, causing characters who fell to permadeath during the bandit fortress escape maps to appear on the main roster anyway.

- fixed in version 1.0.60h: the -ATKX- and -ATKY- special characters had started each returning 0 when using skill scripts regardless of where the attack was centered.
#20
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - March 12, 2025, 09:48:23 AM
- worked on the final battle some more.

- new object added to the game: Mandala. A floor object that is indestructible and can have various effects...

- new terrain stat modifier supported: RangeBonus.

- finally added Dayaan's spriteset to the game.

- created a couple of new enemy types.

- reduced the salary of the recruitable kineticist in the Monkey League Qualifier.

- the enemy axefighter in the Monkey League Qualifier now only has throwing axes in Brutal difficulty.