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#21
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.
#22
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.
#23
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.
#24
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.
#25
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.
#26
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.
#27
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.
#28
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.
#29
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 16, 2025, 03:14:07 PM
For the next update:

  • fixed in version 1.0.53a: it's now harder to kill the kineticist who calls in the reinforcements in the blacksmith rescue battle when playing on difficulties above Relaxed.
  • fixed in version 1.0.53a: when playing with gamepad controls, selecting the dialogue option to return to the shop after clicking to exit was not returning gamepad focus to the shop interface.
  • fixed in version 1.0.53a: when playing with gamepad controls in roguelike mode, the game was inappropriately treating the gamepad as having focus on the save game button in the turn box at the start of each player turn in combat after the first.
  • fixed in version 1.0.53a: one of the camp activity narrations for wood carving was missing a special character necessary to account for non-male characters.
  • fixed in version 1.0.53a: generic gasul units with Changing gender created in the campaign editor's character creator were not being displayed correctly when spawned in battle.
  • fixed in version 1.0.53a: the custom portrait button tooltip for generic characters in the campaign editor's character creator was being displayed on the wrong UI layer.
#30
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 14, 2025, 11:43:26 AM
  • UI improvement: the game now gracefully handles weapon-switching while attack tiles are visible onscreen.
  • updated the moddable version of the main Together in Battle campaign with scripting fixes from the last month of updates.
  • fixed: a change to the game's code intended to let it gracefully handle missing dialogue lines in other contexts had caused it to stop generating missing response lines on the fly during camp.
  • fixed: the Reinforcing Spine item was not adding to the target weapon's max uses correctly.
  • fixed: selecting a skill and then equipping a new weapon that retained access to the selected skill was not causing the game to update damage and to-hit-chance data reflected in the attack tiles based on the weapon's new stats.
  • fixed: selecting a skill and then equipping a new weapon that causes the character to lose access to the selected skill (or the base skill the selected skill depends upon) was not causing the game to deselect the skill and clear its attack tiles.
  • fixed: selecting a skill and then unequipping a weapon that grants the base skill the selected skill depends upon was not causing the game to deselect the skill and clear its attack tiles.
  • fixed:  the game was using an item's full, base value rather than its modification cost when charging the player for repairs and engravings at the blacksmith.
  • fixed:  one of the snow-chasm-transition terrain tiles (snow-chasm3TipTL, to be exact) had incorrect rotation data.
  • fixed: the game was not wiping its memory of old characters when starting a New Game Plus (as it was supposed to be), meaning that custom characters recruited in the prior playthrough would not show up again during recruitment.