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#21
Telepath Tactics Liberated (2022) / Favorite Character Builds in T...
Last post by saphire24 - September 10, 2025, 10:36:52 PM
Hi all,
I'm curious about what character builds everyone is enjoying the most in Telepath Tactics Liberated (2022). Do you prefer focusing on heavy hitters, balanced teams, or experimenting with unusual combinations? I'd love to hear your strategies and maybe try some new builds in my own playthrough.
#22
Telepath Tactics Liberated (2022) / First Impressions and Question...
Last post by benaagi43 - September 10, 2025, 10:25:30 PM
Hi everyone,

I recently started playing Telepath Tactics Liberated and I'm really enjoying the tactical depth and the variety of options it offers. The destructible terrain and the strategic positioning feel refreshing compared to other tactics games I've played.

I want to ask some questions:
1. Are there any recommended beginner-friendly strategies for managing resources and party builds?
2. Has anyone experimented with custom campaigns yet? I wanna see how flexible the editor is.
3. For new players like me, are there any common pitfalls or mistakes to avoid?

Overall, I'm really impressed with how polished this remake feels and I'm looking forward to seeing how the community grows around it. Excited to hear your experiences too!

Cheers!
#23
Together in Battle / Tips and Strategies for Togeth...
Last post by nanycyfett06 - September 10, 2025, 10:16:46 PM
Hi everyone,
I've been enjoying Together in Battle and wanted to start a thread to share strategies, tips, and experiences. What are your favorite team compositions? Do you focus more on character builds or positioning in battles? I'd love to hear about tactics that have worked for you, and maybe discover new approaches together.
#24
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 10, 2025, 10:43:48 AM
For version 1.0.52:

  • increased the salary and appetite of cavaliers somewhat to help offset how strong they are.
  • reduced the energy gain on the Mant Lancer promotion from 10 to 8.
  • the "-arch" promotion variants for the four elemental psy fighter types now gain +20 accuracy on their relevant elemental blast skill instead of an energy cost reduction, making these variants more competitive with the "-kurios" alternative.
  • fixed: the boss, assassin, and psy healer would remain immobile in the Snow Leopard League qualifier even if the player entered their area, so long as 9 rounds hadn't elapsed yet.
  • fixed: when choosing who to make a buy-out offer for, Ishita Svaamee was using characters' displayed levels instead of their true levels, leading to her oftentimes making offers to buy out early promotes instead of characters who were actually low level.
  • fixed: upon winning the battle in the northern stepwell or the smuggler's den battle, the game would progress straight to the calendar screen instead of back to camp.
  • fixed: following the revenge quest battle, the player would return back to camp at a normal time instead of late.
  • fixed: if the player lost the treasure thicket battle, they would restart it instead of being returned to camp.
  • fixed: the Sick camp event could display the wrong character name.
  • fixed: clicking an extra time during the introductory dialogue to Battle in the Northern Stepwell, just before the kidnappee is shoved into the water, could result in babble sound effects playing continuously until the end of the dialogue.
  • when creating items for a custom campaign, users can now set them to equip in new and arbitrary equipment slots.
  • fixed: the Neck equipment slot was missing from documentation (and from auto-completion in the item editor).
  • when adding traits to characters for a custom campaign, the game now displays descriptions of the personalities, physical traits, and backgrounds.
  • fixed: a previous fix to a different bug broke the physical attribute and background selectors for new unique characters in the character creator.
  • fixed: camera bloom was making explanatory text in the character creator's text fields quite difficult to read.
#25
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 08, 2025, 09:29:58 AM
  • fixed in version 1.0.51b: some background- and trait-specific camp activities for certain custom characters were still not showing up post-hotfix.
  • fixed in version 1.0.51b: portraits for certain generic characters were not loading due to a mistake in the code adding support for custom static generic character portraits.
  • fixed in version 1.0.51b: a bug fix from a previous update was causing characters already present among saved characters to not get recruited during battle (most noticeably during the character sibling event in the arena).
  • fixed in version 1.0.51b: skills which place multiple holds or create multiple objects at once were granting experience multiple times.
  • fixed in version 1.0.51b: skills which place multiple holds or create multiple objects at once were counting multiple times for purposes of how many times the skill had been used in battle.
#26
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 07, 2025, 08:57:45 AM
  • added in version 1.0.51a: the game now actively checks non-Golem, non-Spirit custom characters when initiating camp and--if they're missing Practice, Clean, and Talk camp activities--adds them.
  • fixed in version 1.0.51a: custom characters were being generated without certain core camp activities available to them.
  • fixed in version 1.0.51a: mind controlling an enemy minion during Psy Clash would result in the minion's attack sound effect reverting to a sword slash sound.
  • fixed in version 1.0.51a: the epilogue used the word "screenplay" where "stageplay" was appropriate.
  • fixed in version 1.0.51a: there was a "the" missing in one line of Malatose's dialogue during her first interrogation ("Getting straight to point now, are we").
#27
General Discussion / How Do You Balance Creativity ...
Last post by roseblack - September 06, 2025, 02:41:21 AM
Hi everyone, I'm curious about your approach to game design. When creating new game mechanics or levels, how do you balance being creative and innovative while maintaining a consistent experience for players? Are there any strategies or tools you use to ensure your ideas don't disrupt the overall game flow?
#28
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 03, 2025, 10:31:33 AM
For the next update, version 1.0.51:

  • increased the availability of battle primers somewhat in the shop to make it easier to catch up underleveled characters.
  • increased the range of levels where novice and intermediate battle primers are effective to keep them useful for longer.
  • in the shop, intermediate battle primers are now much more likely to appear instead of novice ones once the player enters Gharial League; and once the player enters Snow Leopard League, expert battle primers are now much more likely to appear instead of novice or intermediate ones.
  • fixed: the game was playing drowning sound effects when checking environmental damage for destructible objects submerged in water.
  • you can now use custom static portraits for generic characters in the character creator!
  • you can now manually select skin and hair palettes for generic character portraits in the character creator.
  • updated placeholder text in the tags field for the Unit Properties window in the map editor to remove deprecated "Add," text.
  • fixed: the character creator was formatting portrait data for generic characters in such a way that their hair layer wasn't being detected upon loading the campaign.
  • fixed: the character creator was not saving hair palette or skin palette data for generic characters.
  • fixed: the map editor was throwing a null error when trying to create tooltips upon mousing over FromPlayerRoster character stand-ins.
#29
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 02, 2025, 08:56:37 PM
For version 1.0.50q:

  • added in version 1.0.50q: the palace guard now has a unique reaction if you tell him your name is Manbir Raksha, Aadavan Haath, or Ajit Haath.
  • added in version 1.0.50q: increased the difficulty of the golem attack battle a bit when playing on brutal difficulty.
  • fixed in version 1.0.50q: under rare conditions, it was evidently possible for an enemy to take another action even after using a turn-ending skill.
  • fixed in version 1.0.50q: the -ARMYNAME- special character wasn't working correctly due to a missing variable in the cloneDialogue() method, leading to every character referring to their team as "my army."
  • fixed in version 1.0.50q: when creating a character in the campaign editor's character creator, if a character had neither physical traits nor a life background selected, the game could throw a null error when attempting to fill in those blanks.
#30
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - September 02, 2025, 09:16:05 AM
For version 1.0.50p:

  • fixed in version 1.0.50p: a few of the custom dialogue lines in the custom character maker had incorrect settings attached to them that could make them save in the wrong spots.
  • fixed in version 1.0.50p: the game would create log files whenever the player hit the 'L' key when typing in text in the custom character maker.
  • fixed in version 1.0.50p: a null error had started occurring when hitting "New Character" right after creating a new campaign in the campaign editor.
  • fixed in version 1.0.50p: the engine would suffer a null error if the player used the Recruit script action in OnLoaded dialogue at the start of a battle and then attempted to load that character into the deployment screen.