News:

Welcome to the new Sinister Design forums!

Main Menu

Recent posts

#51
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 12, 2025, 10:05:45 AM
- the game will now dynamically load custom portrait asset data from every single XML file containing the term "PortraitData" that it can find in Documents > My Games > Together in Battle > Mods > _Common > Portraits, allowing players to more easily amass custom portrait assets from multiple sources.

- added an alternative way to uncover the Wailling quest line, making it less difficult to unlock.

- updated some of the dialogue in the initial thief attack battle to make it clear that the reinforcements in the south will move and attack as soon as they spawn.

- added character screen class descriptions for bespoke classes specific to enemies and NPCs.

- updated the Bowmaster extended class description.

- when creating a bespoke class in a character not present in Classes.xml, you can now add a short tooltip description to it by adding a vertical bar and then writing out the description in the unit's charClass attribute in PremadeUnits.xml.

- fixed: a character's class name could get cut off in the character screen mouseover tooltip if it was too long.

- fixed: impact damage against the edge of the map was still using the old formula, resulting in inappropriately high damage amounts compared to collisions with other characters or terrain.

- fixed: it was possible to learn about the summer palace without having the relevant variable set to let the player actually recall it during the scene evidence-recounting scene.
#52
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 11, 2025, 08:29:23 AM
- when characters die, all of the items in their inventory (except for personal items) are now automatically transferred to the reserve supplies.

- added custom asset support for proc gen golem portraits.

- added custom clothing asset support for proc gen portraits.

- upon starting up, the game now checks for a Portraits subfolder within the Mods folder--if none is found, the game creates one and copies a new file called PortraitDataExplainer.xml to the folder with a detailed explanation of how to create and format custom portrait assets.

- added a new optional parameter to the StripItemsFromUnit action: include personal items. (If not set to true, personal items will remain with the unit even as all other items are stripped.)

- fixed: changing a golem from one type to another (stone to bronze, or vice versa) in the custom character creator would mess up the portrait's stored body data for that character.

- fixed: golem portraits in the custom character creator could cover up some of the buttons used to change portrait elements.

- fixed: the page selector buttons for the clothing selection subwindow in the custom character creator weren't working.
#53
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 10, 2025, 08:29:40 AM
- added portrait hats, glasses, and masks to the accessories window in the custom character creator in the campaign creation suite.

- added custom hair asset support for proc gen human portraits.

- added custom asset support for proc gen lissit portraits.

- added custom asset support for proc gen spriggat portraits.

- added custom asset support for proc gen shadowling portraits.

- fixed: if the altar puzzle wasn't solved but a character had the Strangely Cut Gem in their inventory, the Strangely Cut Gem would get permanently stuck in that character's inventory. (Under these circumstances, the game now pulls it into the reserve supplies so it can be sold.)

- fixed: shadowlings--who do not have legs--could get a cavosphere camp activity narration that described them as dashing and kicking.

- new script action: StoreItem. Will find the named item for a specific character (or among all characters in a specified army or roster) and store it in a specified roster's reserve supplies.
#54
Telepath Tactics Liberated (2022) / Re: Feras Room Bug
Last post by lauralordelaure - June 08, 2025, 10:26:35 PM
Were you supposed to pick up the map as part of a mission or optional exploration?
#55
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 06, 2025, 10:06:27 AM
- the game can now dynamically load custom portrait assets located in Documents > My Games > Together in Battle > Mods > _Common > Portraits!

- fixed: using Levitate Other on a character submerged in water or lava would change their move type to Flying but would not actually lift them out of the liquid, making them impossible to move.

- fixed some inconsistent spelling of Dayaan's name during the earliest stages of the investigation plotline.

- fixed: the enemy in the recruitment duel event was being leveled twice--once during the event dialogue, and then again at the start of the subsequent battle--leading to the inspection option showing incorrect information prior to accepting the duel.
#56
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 05, 2025, 11:13:08 AM
- spent more time laying the groundwork for fully supporting custom assets for proc gen character portraits.

- more enemies now appear in the first random bandit battle if it occurs at or after midway through Duomensis.

- wrote new, distinct defeat reaction lines for arrogant, blunt, friendly, loyal, narcissistic, religious, and vindictive characters.

- clarified the tooltip descriptions for Kinetic Gust, Kinetic Pull, and Grapple Pull.

- fixed: non-hot-tempered characters could be generated with the hot-tempered defeat reaction line.
#57
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 04, 2025, 08:34:43 AM
Back to changes for the next major update:

- added two new mask accessories for human portraits: pleague doctor and venetian masque.

- added two new glasses accessories: glasses and bifocals alt.

- gasul are now sturdier to make them better serve their hybrid role as front-liner. The gasul class's base health has been increased by 5; they now get an extra Strength or Health stat proficiency in their early skill progression; and protector and prophet bonus health has been increased by 5 and 6, respectively.

- fixed: the Pyro Hail sound effect was too loud by about 6 decibels.
#58
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 03, 2025, 09:44:52 AM
For the next major update:

- custom characters can now be exported and imported as text, allowing easy sharing between players!

Changes for hotfix version 1.0.10c:

- added +3 to starting Health for assassins to make them a bit more survivable in the early game, reduced assassin salaries to make them a bit more competitive with other classes on a cost basis.

- fixed: after the blacksmith rescue mission, the game was skipping straight to the calendar screen, ensuring both that payday could not occur and that characters scheduled to return to camp that evening would not return.

- fixed: under certain circumstances, the game could still get locked up if a MoveUnit script action was unable to complete successfully.

- fixed: certain script actions were still missing checks to ensure that they possessed the minimum number of required parameters.

- fixed: a handful of events were still missing animations where a character visibly walks up to the player from offscreen.
#59
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 02, 2025, 10:11:52 AM
- when moving onto the stairs down during cavern exploration, the game now prompts the player before moving to the lower floor.

- increased the intensity of rain particle effects for the Storm weather type in cut scenes.

- if the selected control scheme is mouse and keyboard but a gamepad is plugged in when the title screen comes up, the gamepad cursor now starts off hidden until the player presses a gamepad button.

- if on the title screen with a gamepad plugged in, if the player hasn't used the gamepad (or deliberately changes the controls to Mouse and Keyboard) before entering the character creation screen, the game will now assume that the player doesn't want gamepad controls and won't display the virtual keyboard.

- fixed: the treasure map event was no longer checking the player's current level of aura correctly.

- fixed: during deployment in cavern exploration missions, the game would say that the maximum deployment was 6 even though you could send no more than 5 characters.
#60
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - June 01, 2025, 01:08:51 PM
- fixed: the AI could get stuck in a loop when running path-clearing behavior if a unit was stuck behind scenery and the game decided to have them charge an obstacle unreachable due to them being blocked by other destructible objects.