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#61
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 24, 2025, 03:18:25 PM
After a week out of town helping my dad and stepmom, I'm back!

  • rescaled and repositioned collision on units in battle so that when attempting to select a unit with the mouse, units in front won't inappropriately block them.
  • when mousing over a space containing a unit, the game will now always treat the top unit on the space as having been itself moused over.
#62
TSoG / Re: Download Broken? (Mac)
Last post by ginaiae - July 23, 2025, 10:34:25 PM
Quote from: CalaNat on May 10, 2023, 10:13:11 PMHi there,

In the off chance someone sees this -

I remember spending hours playing the Telepath games on Kongregate as a kid, and was feeling nostalgic so I looked up Sinister and was stoked to see that TSOG was still for sale. Thought I'd try the demo first and make sure if I can get it working my old Mac (OS 10.14), but no luck. I had no trouble installing Air, the TechSpot link worked just fine. I also didn't see any of the errors in old forum posts and the FAQ (no "installer file is damaged" error). Everything goes smoothly until I start the game, and it immediately crashes with a "TSOG has quit unexpectedly" message. I tried uninstalling both and turning the clock back anyway, but it didn't work. I also tried changing the clock mid process and installing only Air 'in 2016' then TSOG in 2023, and vice versa.

Crash logs say Exception Type: EXC_CRASH (Code Signature Invalid)

Are there any new instructions to be had? Or is the game too old to support now?
The EXC_CRASH (Code Signature Invalid) error indicates that macOS is blocking it for security reasons (not a game bug). You can fix it by disabling Gatekeeper, removing the quarantine flag, and checking for the correct AIR version.
#63
Temporarily, you can Switch to mouse and keyboard mode to manage items, then switch back to gamepad. However, this leads to another bug: the gamepad cursor does not work properly, because the system still remembers the last touch point on the screen.
#64
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 16, 2025, 11:41:52 PM
  • altered the design of the reserve supplies screen so that your characters are always visible off to the side (rather than being covered up by the inventory subwindow when one of them is clicked).
  • in the reserve supplies screen, an item from a character's inventory can now be dragged directly onto a second character to give them the item, making it easier to transfer items between characters.
  • the reserve supplies screen now shows who else wants equipment currently held by other characters, making it easier to optimize the distribution of equipment.
  • drew a new female human portrait clothing asset: dress.
  • drew a new text sprite: Items (which is a small item sack icon).
  • made the Items text sprite attend the Manage Supplies button in lieu of the old icon.
#65
Quote from: seedship on March 17, 2022, 05:10:24 AMTelepath rpg is where it all started, and how I found this game like 10 years ago. I think it would be really great if the story of the shadowing spriggat war and the fall of the shadowing queen was revamped and retold with the improved telepath tactics engine.
The idea of re-telling and retelling the story of the Shadowling and Spriggat war and the fall of the Shadowling Queen with the improved Telepath Tactics engine is an inspired direction.
#66
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 14, 2025, 11:02:29 AM
  • commissioned a new cutscene background for the palace armory, incorporated it into the game.
  • Silent Blades now have higher Accuracy, making them more effective against Dodge tanks during story battles.
  • if the game ever fails to find an AI profile, it now loads and uses Balanced AI.
  • fixed: the AI was valuing the Enthralled status effect positively for targets who were Stunned (and thus, could not act after becoming Enthralled).
  • fixed: the AI was valuing the Move Bonus status effect positively for targets whose turn had already ended (e.g. using Adrenaline on characters whose turn had ended and could therefore no longer move).
  • fixed: the AI was valuing the Move Bonus status effect positively for targets suffering from Stunned or Frozen status (similar issue).
  • fixed: if you managed to store an item from the character screen within the reserve supplies screen while the unit's inventory subwindow was open, the inventory subwindow would not update to reflect the change.
  • fixed: upon returning to camp late, the "late camp" message would not appear until the player clicked once.
  • fixed: the map editor was defaulting army AI profiles to "Default", which is not an actual AI profile. (In the map editor, army AI profiles now default to Balanced.)
#67
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 09, 2025, 01:56:08 PM
  • you can now manage supplies when you're on the main town screen in Kalkerapur.
  • characters can now use items when you're on the main town screen in Kalkerapur.
  • increased casters' base starting slash resistance from -20% to -10%, making them just a bit less squishy.
  • capped the max deployment in the first battle with bandits at 6.
  • capped the max deployment in the battle with the steel bandits at 8.
  • the beggar event will no longer occur unless you have at least one character who is Kind or one character who is Pessimistic.
  • wrote new, unique background dialogue for characters who come from Ploutos.
  • fixed: cosmetic bridges beneath the current terrain tile could render adjacent spaces untargetable with melee attacks for non-flying characters if the elevation difference between the bridge and the adjacent spaces was too large.
  • fixed: characters would treat unbreakable weapons as close to breaking for purposes of deciding whether to say that they want a backup weapon in the shop.
  • fixed: the game was not retrieving the momdad NPC attribute, causing character dialogue about how an adoptive parent was their real mom or real dad to appear with gaps.
#68
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 07, 2025, 02:15:46 PM
  • the army overview screen now has page selection buttons for those few players who recruit more than 18 characters.
  • throwing knives now appear in the shop after advancing sufficiently far through the leagues.
  • reconfigured the stats of random equipment drops in battle from their Telepath Tactics defaults to better match the values of comparable proc gen equipment in Together in Battle.
  • two new skills: Create Ice Wall and Create Fire Wall.
  • new, third promotion option for cryokineticists: Cryostructor. Gets +1 range and -1 cost on Create Ice, learns Create Ice Wall.
  • new, third promotion option for pyrokineticists: Pyrostructor. Gets +1 range and -1 cost on Create Fire, learns Create Fire Wall.
  • fixed: the number of tents to keep on the battlefield was being calculated incorrectly in the thief attack battles.
  • fixed: on Relaxed difficulty, a random piece of rug would removed in the witness protection battle.
#69
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 05, 2025, 11:27:01 AM
  • you can now mod new classes into the main campaign! The game will now check the Mods/_Common folder for XML files containing "Classes" in their filenames at run time, then load those alongside the game's existing classes. (Note: playing with modded classes will disable achievements for that playthrough going forward.)
  • characters in the army overview screen can now be sorted by clicking the icon at the top of each column of stats: by level, morale, health, energy, appetite, and salary. (Sorting by level will not just sort by visible level, but will take into account hidden levels that have been folded into a character's progression from promoting or switching classes.)
  • fixed: alt-Tabbing out of the game was causing Unity to fail to register the release of keyboard keys (most notably, Alt and Tab); this, in turn, was causing mousewheel functionality to lock up upon returning to the game, preventing mousewheel camera zoom from working.
  • fixed: with the addition of new, more granular custom character recruitment chance parameters to the ShowRecruits script action, the parameters for golem recruitment during the mechanic random event were no longer matching up, causing the game to display a reccommended minimum recruitment of 100.
  • fixed: during the battle in the dissident's den, it was possible to draw axefighters out of the barracks, engage in combat with them, and only later get dialogue of alarm from other axefighters upon stepping inside the barracks even though everyone had already been aggro'd.
  • dialogue triggers that take a character name as a parameter will now accept a new special character
    GROUP[X]for that parameter. Any character in AggroGroup X (where "X" is the number of the AggroGroup) will suffice to trigger the dialogue.
#70
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 04, 2025, 02:47:39 PM
  • replaced all remaining instances of int.Parse() in script action methods with int.TryParse().
  • fixed: starting a new run on New Game Plus did not clear the old run's day logs on the calendar screen.
  • fixed: hitting the Escape key during recruitment could cause the cutscene frame to advance instead of simply behaving like a click on the 'Exit' button.
  • fixed: due to a formatting mistake in the scripting for the Marriage Proposal event, the game was failing to weed out potential proposers who were already engaged to be married.
  • fixed: part of the check to ensure thief attacks wouldn't occur when too many characters were wounded had a formatting error, preventing it from working as well as intended.