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#21
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 02, 2025, 11:08:04 AM
  • in version 1.0.50c: you can now rate custom campaigns in the in-game custom campaign browser using new thumbs-up and thumbs-down buttons!
  • fixed in version 1.0.50c: the Restart Battle function had stopped working due to a change in the way that game data is loaded when starting a battle in manual save mode.
  • fixed in version 1.0.50c: the reserve supplies screen had become somewhat misaligned when opened during battle deployment.
  • in version 1.0.50c: added the new armory background to the assets list for use in custom campaigns.
#22
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 01, 2025, 11:18:06 AM
  • AI fix in version 1.0.50b: characters with an AreaPreference tag would often disregard good moves within their preferred area in favor of just listlessly moving around the preferred area if their AreaPreference modifier was set high enough.
  • fixed in version 1.0.50b: if the game chose a certain event in Camp, rejected it for lack of necessary preconditions, and then chose the Sick event in its place, the sick character would fail to show up and the game would throw a null error upon trying to add the "sick" mood to the resulting blank unit.
  • fixed in version 1.0.50b: fixed a scripting issue that was causing the game to throw fatal errors upon re-recruiting the subject of the revenge quest battle.
  • fixed in version 1.0.50b: unique named enemies with the Loyal and Natural Leader personality traits could get generated with combat barks referencing the player's team instead of their own.
  • fixed in version 1.0.50b: under some circumstances, the bug fix concerning inaccurate step count totals when an AI-constrolled character wandered onto a pressure trigger could itself produce a null error.
  • fixed in version 1.0.50b: the game had started displaying scenes names incorrectly in save files.
  • fixed in version 1.0.50b: the chosen character for the revenge quest fight wasn't scripted to be quite single-minded enough.
  • fixed in version 1.0.50b: the game had started using the wrong mask for mouths on certain NPC portraits, giving them a "stained with berry juice" appearance.
  • fixed in version 1.0.50b: under certain conditions, the AI could have a character use an item twice in a single turn.
  • fixed in version 1.0.50b: the game was not swapping out script IDs for character names in the animated objectives screen at the start of battle.
  • added in version 1.0.50b: new special characters -ARMYNAME- and -CHAR2ARMYNAME-. These get dynamically replaced with the names of the army containing the triggerer and the secondary character, respectively.
  • fixed in version 1.0.50b: the WinBattle script action was not working as intended when the player's army was not army 0.

For the next update:

  • added support for in-game upvoting and downvoting to custom campaigns in the custom campaign browser.
#23
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 30, 2025, 10:50:08 AM
  • buffed a couple of the front-liner mooks in the battle with the steel bandits.
  • added a new clothing option for human characters: Marauder.
  • added a new clothing option for female human characters: Chemise.
  • added a new "dark" variant for the Venetian mask accessory for humans.
  • added a new mask accessory for humans: Blindfold.
  • added a new hat accessory for humans: Crown.
  • the crown, blindfold, venetian mask, dark venetian mask, glasses, bifocals, and alt bifocals accessories are now usable for spriggat portraits as well.
  • fixed: the blacksmith was overwriting the "value" attribute of weapons with their cost to repair.
  • fixed in version 1.0.50a: some of the new logic checking for manual save prompts was overwriting the "next scene" attribute in cut scenes, leading most daytime activities to bring the player immediately back to camp even if time points remained.
  • fixed in version 1.0.50a: after saving the game in the calendar screen, if the player managed to immediately return to the title screen without changing scenes, their save file would be advanced by an additional day when they loaded it.
#24
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 28, 2025, 11:19:29 AM
  • in response to player feedback, I've reworked the code so that when you play with manual saving enabled, the game no longer auto-saves over your save files; you must now save manually in order to save the game in manual save mode! In manual save mode, you will now lose all progress if you exit the game without manually saving it.
  • in manual save mode, the game now tracks how many scenes have passed since you last saved the game.
  • in manual save mode, if the next day comes and more than a couple of scenes have passed since you last manually saved the game, the game will prompt you to save manually.
  • added a new clothing option for human characters based on the Trainer.
  • added a second new Dress clothing option for female human characters (painted live on stream last night!)
  • added a new hairstyle for humans: Afro (painted live on stream last night!)
  • wrote four new family background lines.
  • wrote new Recognition and Recognition Response lines for Friendly characters.
  • fixed: most spriggats were being generated without Recognition Response lines.
  • fixed: athlete characters from a small town would be generated without a Background What line.
  • fixed: one of the Cheerful Recognition lines mistakenly required the Awkward personality instead.
  • fixed: the Natural Leader Recognition lines had duplicative line IDs, preventing the game from loading them.
  • fixed: the Suave Approach lines had duplicative line IDs, preventing the game from loading it.
  • fixed: there were a couple of gaps in the family background lines for people raised by their aunt and uncle.
  • fixed: there were a couple of gaps in the family background lines for people raised by their grandparents.
  • fixed: pronouns referring to character NPCs were getting inappropriately de-capitalized at the start of a sentence even if they appeared at the start of a sentence.
#25
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 27, 2025, 10:57:03 AM
  • finished the new Dress clothing for female humans that I streamed myself painting in mid-July.
  • added three new portrait clothing options for male and female humans to the game.
  • added a new "cat ears" portrait accessory for male and female humans to the game.
  • added multiple glasses and a monocle as portrait accessories for male and female humans to the game.
  • added three masks (Venetian, Skull, and Plague Doctor) as portrait accessories for male and female humans to the game.
  • added a new "cat nose" for male and female human portraits to the game.
  • AI fix: when moving an AI-controlled character into a trap or other pressure trigger space, the game was incorrectly marking the unit's steps remaining based on the intended move rather than the actual, interrupted move, leading to characters failing to move off of the space afterwards (most noticeably with ongoing-damage spaces such as fire tiles).
  • AI fix: for certain kinds of moves, the AI was not passing through the list of spaces containing neutral traps, leading it to sometimes disregard the presence of non-player-created traps and fire tiles when plotting movement around the battlefield.
  • AI fix: if the game queued up a move that involved moving and then self-buffing, upon completing the move, the AI was not clearing other potential moves for that unit which were intended to come from different spaces, which on rare occasions could in turn lead the AI to have that character use a skill from a space it shouldn't have been able to reach its target from.
  • fixed: the game was not automatically clearing its list of moving units when initiating a new attack, which on rare occasions could cause the game to softlock if the wrong sequence of moves occurred too quickly.
#26
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 24, 2025, 03:18:25 PM
After a week out of town helping my dad and stepmom, I'm back!

  • rescaled and repositioned collision on units in battle so that when attempting to select a unit with the mouse, units in front won't inappropriately block them.
  • when mousing over a space containing a unit, the game will now always treat the top unit on the space as having been itself moused over.
#27
TSoG / Re: Download Broken? (Mac)
Last post by ginaiae - July 23, 2025, 10:34:25 PM
Quote from: CalaNat on May 10, 2023, 10:13:11 PMHi there,

In the off chance someone sees this -

I remember spending hours playing the Telepath games on Kongregate as a kid, and was feeling nostalgic so I looked up Sinister and was stoked to see that TSOG was still for sale. Thought I'd try the demo first and make sure if I can get it working my old Mac (OS 10.14), but no luck. I had no trouble installing Air, the TechSpot link worked just fine. I also didn't see any of the errors in old forum posts and the FAQ (no "installer file is damaged" error). Everything goes smoothly until I start the game, and it immediately crashes with a "TSOG has quit unexpectedly" message. I tried uninstalling both and turning the clock back anyway, but it didn't work. I also tried changing the clock mid process and installing only Air 'in 2016' then TSOG in 2023, and vice versa.

Crash logs say Exception Type: EXC_CRASH (Code Signature Invalid)

Are there any new instructions to be had? Or is the game too old to support now?
The EXC_CRASH (Code Signature Invalid) error indicates that macOS is blocking it for security reasons (not a game bug). You can fix it by disabling Gatekeeper, removing the quarantine flag, and checking for the correct AIR version.
#28
Temporarily, you can Switch to mouse and keyboard mode to manage items, then switch back to gamepad. However, this leads to another bug: the gamepad cursor does not work properly, because the system still remembers the last touch point on the screen.
#29
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 16, 2025, 11:41:52 PM
  • altered the design of the reserve supplies screen so that your characters are always visible off to the side (rather than being covered up by the inventory subwindow when one of them is clicked).
  • in the reserve supplies screen, an item from a character's inventory can now be dragged directly onto a second character to give them the item, making it easier to transfer items between characters.
  • the reserve supplies screen now shows who else wants equipment currently held by other characters, making it easier to optimize the distribution of equipment.
  • drew a new female human portrait clothing asset: dress.
  • drew a new text sprite: Items (which is a small item sack icon).
  • made the Items text sprite attend the Manage Supplies button in lieu of the old icon.
#30
Quote from: seedship on March 17, 2022, 05:10:24 AMTelepath rpg is where it all started, and how I found this game like 10 years ago. I think it would be really great if the story of the shadowing spriggat war and the fall of the shadowing queen was revamped and retold with the improved telepath tactics engine.
The idea of re-telling and retelling the story of the Shadowling and Spriggat war and the fall of the Shadowling Queen with the improved Telepath Tactics engine is an inspired direction.