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#51
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 23, 2025, 10:21:36 AM
  • fixed: when playing with gamepad controls, in battles where a character left the battlefield via a dialogue option upon moving onto a designated space, the game could throw a null error when checking for interactables adjacent to the now-missing character.
  • fixed: when playing with gamepad controls, using "B" to back out of the save game menu mid-battle would inappropriately return gamepad focus to the battlefield instead of to the new turn window.
  • fixed: under rare circumstances, when playing with gamepad controls, it was apparently possible for the gamepad cursor to end up with focus in the Actions Bar even after the victory screen came up at the end of battle.
  • fixed: gamepad cursor alignment was off on numerous buttons in the reserve supplies screen following its redesign.
  • fixed: when playing with gamepad controls, the gamepad cursor was not visible on the victory screen when clicking to continue at the end of battle.
#52
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 22, 2025, 11:26:46 AM
For the next version:

  • added automatic word-count gathering capabilities to the game engine.
  • fixed: when playing in gamepad mode, if you tried to end combat deployment without filling all of the allowed deployment spots, the game would fail to switch gamepad focus to the popup window asking if you're sure you want to proceed.
#53
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 21, 2025, 09:35:02 AM
  • added in version 1.0.50k: the procedural battle generation algorithm now applies a negative weight to spaces close to treasure chests, making it less likely that enemies will spawn within move-and-attack range of chests.
  • fixed in version 1.0.50k: two different move-clearing methods in the game's AI module were conflicting when an AI character stopped moving due to wandering into a Hold, causing the second method to fail to recognize the held character as the current character and thereafter failed to call for the execution of the next move in the AI module.
  • fixed in version 1.0.50k: 19 of the proc gen dialogue line variants in CharAttributes.xml for custom campaigns were still using the deprecated -STR:TeamName- special character in lieu of -ARMYNAME-.
  • added in version 1.0.50k: the campaign creation suite's character creator now lets you specify a class when procedurally generating a random character.
#54
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - August 20, 2025, 10:02:29 PM
Hotfix 1.0.60l:

  • fixed: the game had started saving blank characters with null stats under certain circumstances, leading to null errors.
#55
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 19, 2025, 04:13:16 PM
  • fixed in version 1.0.50k: it was still possible to get tooltips stuck onscreen when menus were in the process of appearing.
  • fixed in version 1.0.50k: in the creation suite's character creator, abandoning a character to start making a new character was not working as intended.
  • fixed in version 1.0.50k: in the creation suite's character creator, creating characters of a particular class would cause that class to stop appearing in the character class list until the editor was exited and reentered.
#56
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 18, 2025, 09:12:19 AM
  • fixed in version 1.0.50i: it was possible to mouse over a unit after clicking to close to level-up screen when a character reached level 20, before the character promotion screen fully appeared, thereby leaving a tooltip stuck onscreen over the promotion window.

  • fixed in version 1.0.50j: when playing with gamepad, clicking the cancel button in the save game menu was no longer redirecting gamepad cursor focus to the correct element of the turn box.
  • fixed in version 1.0.50j: when playing with gamepad, clicking Rotate in the Action Menu would return gamepad focus to the battlefield, making multiple rotations tedious to accomplish.
  • added in version 1.0.50j: the game now supports the old Ally Pass-Through condition from the original Telepath Tactics! One parameter: true or false. If set to true, characters in the same army can freely pass through one another while moving. (This can now also be set dynamically via a script action of the same name, with the same parameter.)
#57
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 17, 2025, 09:47:33 PM
  • added in version 1.0.50i: the Psy Clash cards Library and Steam Engine now have 5 Health instead of 4, and Bakery now has 6 instead of 4.
  • fixed in version 1.0.50i: a fix from version 1.0.50g had also caused the "Save Game" button on the battle victory screen to stop bringing up the save game screen.
  • fixed in version 1.0.50i: when giving a character new equipment in the reserve supplies screen and then dragging another item out of their inventory with the inventory subwindow still open, upon accepting the game's prompt to auto-equip the first item, the inventory subwindow would not update to show the change in equipped items.
  • fixed in version 1.0.50i: the tooltips for items in the rightmost two columns of the reserve supplies screen had begun extending off the side of the screen following the redesign.
  • fixed in version 1.0.50i: the flag for a character having used a "can attack" skill was not being reset upon ending the turn in battle.
#58
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 17, 2025, 11:11:25 AM
  • fixed in version 1.0.50h: a fix from version 1.0.50g caused the "Save Game" button to stop bringing up the save game screen mid-battle.
#59
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - August 13, 2025, 01:56:18 PM
For the next update:

  • fixed: if a character was spawned directly onto the battlefield from the player's roster (i.e. not via the deployment interface) and that character already existed on the battlefield from some other source, instead of skipping the duplicate spawn, the game would clone that character, creating a copy that would persist in the game's data going forward.
#60
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - August 13, 2025, 01:48:23 PM
For hotfix 1.0.60k:

- fixed: due to an oversight in the game's logic for populating battles with both specific named characters and members of the player's roster, following the battle in Adelbrae in the randomizer campaign, Emma Strider was getting cloned in the game's data, leading to all manner of other weirdness at various points later in the campaign.