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#21
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 08, 2025, 09:49:42 AM
- item tooltips for weapons now list the uses left out of the weapon's maximum.

- fixed: due to a scripting change, it had become possible to hire out guards or explorers more than once in a day.

- fixed: item tooltips could say "1 uses left."

- fixed: unique portraits with poseable mouths but no support for skin or hair hue-shifting could get their mouths "stained" in their Actions Bar portrait in battle if the last proc gen unit to be selected before them was a spriggat.
#22
Telepath Tactics Liberated (2022) / Re: Feras Room Bug
Last post by joshuaking - May 08, 2025, 02:15:02 AM
Is the inventory limit supposed to prevent Emma from picking up key items like the map, or is that an oversight?
#23
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 07, 2025, 03:24:19 AM
For the first proper patch:

- new loading screen tip: "Buy good armor for your characters; this will more than pay for itself in reduced casualties."

- new loading screen tip: "Golems are expensive to buy, but it's a one-time cost: they don't draw an ongoing salary."

- AI fix: if a unit moved after attacking, the unit would not rotate defensively to guard its back regardless of AI handicap level.

- fixed: the dialogue upon destroying training dummies in the Qualifier was no longer firing due to continued use of OnCharDeath triggers instead of OnObjDeath.

- fixed: tutorial text on health and resistances in Battle in the Overgrown Garden had begun to exceed the available dialogue box area.

- fixed: a text overlay removed via script action could inappropriately reappear after closing a dialogue menu, provided that a text overlay had previously been hidden due to the objectives screen or another UI element temporarily hiding it.
#24
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 06, 2025, 06:57:29 AM
- when you change a custom character's name, species, or class, the game will now flag any non-custom dialogue lines assigned to the character to regenerate in order to account for references to the changed details (e.g. the character saying their own name or class in the dialogue).

- stone golems are now generated with a base Dodge value of -10 (down from 0), making it more difficult to create "dodge tank" stone golems.

- the weight given to moves based on how close characters will stay to their allies now has its own distinct property in AI profiles: clustering.

- the "Stupid" AI profile now enforces an army-specific AI handicap floor of 7.

- fixed: the "Stupid" AI profile would cause the game to make characters sit and do nothing until approached, ironically making them harder to deal with in many situations.

- custom campaigns now permit the creation of custom AI profiles! When creating a new custom campaign, an AIProfiles.xml file is now created; edit it to create new AI profiles for use in the campaign.
#25
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 05, 2025, 12:10:39 PM
- fixed: the next page button was not connected properly in the custom character browser.

- fixed: the page buttons when selecting units in dialogue were not working.
#26
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 04, 2025, 01:42:01 PM
- the most challenging conditions in caravan defense battles now can't appear until a certain number of weeks into the campaign.

- fixed: the gamepad cursor could appear misaligned to main menu buttons in the title screen.

- fixed: when playing with a gamepad during recruitment, the gamepad cursor could end up over elements on the left side of the screen even when those elements were not visible.

- fixed: when playing with a gamepad during cutscenes, the gamepad cursor could end up over the food and aura icons in the info bar even when the info bar was not visible.
#27
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 03, 2025, 08:53:00 AM
- the demo can now load custom campaigns! However, when playing any campaign other than the official demo campaign, the demo will kick the player back to the title screen after 5 consecutive scenes.

- fixed: certain personality-specific Recognition Response lines were miscategorized as regular Recognition lines.

- fixed: unadjusted growths were not being applied to characters created with the ShowCharCreator script action, resulting in the game throwing a null error when attempting to alter their growths.

- fixed: certain newer types of data tracked by the game weren't being reset upon starting a new campaign.

- fixed: the left- and right-facing female frost spriggat rest poses had rogue position attributes still attached from the earliest days of experimenting with animations in the engine.

- fixed: the up-facing female barudit sprite had a rogue position attribute still attached that caused female barudit to disappear into stairs when facing upwards.

- fixed: the male frost spriggat and female red spriggat walk animations had rogue position attributes still attached.

- fixed: in the reserve supplies screen, you could use the mouse wheel while a confirmation window was onscreen (e.g. asking if you'd like to auto-equip a character), and it would cause the text in the screen to no longer match the effect of confirming.

- fixed: when the game cloned character portrait data, it was failing to include accessories, meaning that in some situations (most notably during dialogue), character accessories failed to appear.
#28
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 02, 2025, 10:58:26 AM
Created the launch trailer!

- added icons to the buttons in the main menu on the title screen.

- swapped the order of the Custom Characters and Campaign Editor buttons in the main menu on the title screen.

- in combat, battle backgrounds can now be left-clicked to initiate drag-panning (or right-clicked to cancel character movement or skill target selection), the same as normal battle terrain.

- the demo now allows access to the campaign editor! However, the campaign editor limits the user to 5 scenes maximum in their campaigns while in the demo.

- fixed: the Book text sprite was misaligned.

- fixed: it was possible to screw up some of the game's logic tracking what in-game day it currently is by pressing the left or right arrow keys in the calendar screen.

- fixed: the game was not scheduling a new league match after players lost the Gharial, Snow Leopard, or Tiger League qualifier battles.

- fixed: certain day logs relating to character death or wound recovery were missing periods.

- fixed: the day log window within the calendar screen was using outdated arrow graphics.
#29
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 30, 2025, 12:59:40 PM
- fixed: Lead Ointment was not using its unique item graphic, and instead was sharing a graphic with Thermal Paste.
#30
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - April 29, 2025, 05:38:39 PM
For hotfix 1.0.60j:

- fixed: villager recruits were speaking lines intended for enemy bandits in the Out of Food battle.

- fixed: the gamepad cursors were misplaced for the page picker for character portraits in the reserve supplies screen when in a shop.

- fixed: proc gen weapons and armor in the Randomizer campaign were relying on outdated materials data, causing them to be generated without an item image.