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#71
Quote from: Lyly19 on May 20, 2025, 11:22:22 PMI'm having the same issue playing Telepath Tactics Liberated on Steam Deck! Switching between gamepad and keyboard/mouse causes the UI to crash and not work properly. Hopefully, a patch will be released soon to fix this,s as I really enjoy the new gameplay and visuals in Liberated!

Hey Lyly! Can you provide more details? Where exactly is this happening?
#72
General Discussion / Re: How can you adjust the gam...
Last post by Ariel19 - May 20, 2025, 11:28:36 PM
Can you tell me what game it is?
#73
I'm having the same issue playing Telepath Tactics Liberated on Steam Deck! Switching between gamepad and keyboard/mouse causes the UI to crash and not work properly. Hopefully, a patch will be released soon to fix this,s as I really enjoy the new gameplay and visuals in Liberated!
#74
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 20, 2025, 10:13:28 AM
- added Weighted Nets to the game! These grant a 5% Dodge boost and Throw Net; usable by characters with net mastery.

- new skill: Throw Net. Has only a 75% chance to hit, but has a base chance of causing both Immobilized and Disarmed if it does.

- the Wyrm advanced class now gets +1 range on Throw Net.

- finished writing dedicated Hobby Response lines.

- new dialogue lines are customizable in the custom character creator: info response lines (i.e. lines responding to new information about an ally), sad info response lines (used when an ally reveals something sad about themselves), and hobby info response lines (used when an ally talks about their hobby).

- added a new "face mask" layer to character portraits.

- when randomly challenged in the streets, you can now inspect the challenger before deciding whether or not to duel them.

- fixed: spirits could be generated with the Religious personality trait despite not being generated with any bio details (including religion and deity), ensuring that their various lines were not generated correctly.

- fixed: main gauches were pulling their attributes from the Shields pool instead of their own.

- fixed: golems and spirits could be chosen as partners for certain two-character activities (most notably playing sports and playing games).

- new optional parameter added to the end of ShowRecruits: Custom Character % Chance. An integer from 0 to 100 representing the percentage chance of a single custom character appearing in recruitment. (The chance of a second custom character appearing will be half that amount.)
#75
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 19, 2025, 12:49:42 PM
Changes for version 1.1:

- further reduced the difficulty of the Monkey League Qualifier on sub-Brutal difficulties due to the frequency with which new players were still getting absolutely creamed by it.

- completely rewrote the game's palette-swapping code to extract the game's various army and sprite palettes from hard code and make them moddable as part of XML.

- buffed promoted bronze golems. Titans now gain an extra 10 bonus health (+36, up from +26), +3 to Strength (up from +2), +2 to counterattack limit, two different counterattacks (Spin Saw and Spin Saw 2), and can use Hold for a mere 1 energy. Colossi now gain +9 Strength (up from +5) and can use Engine Boost for only 3 energy.

- created three new colors for lissit spines in custom portraits: pink, light pink, and light blue.

- the stand-in values that the game uses to boost Strength for generic units in weapon-dependent classes not spawned with an equipped, droppable weapon are now more granular.

- fixed: winning the championship fair and square was leading directly to a bad ending as if the player had double-crossed Ishita Svaamee.

- the stand-in values that the game uses to boost Strength for generic units in weapon-dependent classes not spawned with am equipped, droppable weapon are now customizable on a per-class basis in Classes.xml (via the new defaultStrBonusesAtLvls attribute).
#76
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 18, 2025, 07:52:00 AM
Hotfix 1.0.02c:

- commas can now be used when typing out custom dialogue; the game now automatically reformats the dialogue behind the scenes so commas won't be treated as delimiters.

- fixed: if a character became wounded on the first floor of cavern exploration, a second copy of an ally could spawn on the lower level.

- fixed: when playing with gamepad, ending the turn via any sort of pop-up screen (like asking if you want to end the turn early) would result in the victory screen losing gamepad focus, forcing the player to resort to mouse and keyboard controls to proceed.

- fixed: any item with an asterisk in it (such as Quiet Mind: Focus Under Stress) would cause delimiter issues when saved in the player's reserve supplies, eventually leading to a game-breaking range error when loading a scene.

- fixed ambiguous wording in the description for Gust with Gusto.

- fixed: when using the campaign creator in 16:10 resolution, the menu bars for the map editor, cut scene editor, item editor, skill editor, and dialogue editor were not scaling as intended.

Changes for version 1.1:

- created six new skin tones usable for custom human portraits (but which will never be chosen in proc gen portraits): green, red, blue, purple, black, and white.

- created eight new skin tones usable for custom lissit portraits (but which will never be chosen in proc gen portraits): seafoam, blue, violet, red, yellow, white, gray, and black.
#77
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 16, 2025, 12:00:30 PM
Changes for version 1.1:

- repurposed Ebon Raban's plate armor for new custom portrait clothing: Dark Knight.

- repurposed the Specter portrait to create a new mask for custom characters: Skull.

Hotfix 1.0.02b:

- fixed: the new battle start character-facing logic was causing a null error when starting a battle with no enemies on the field (such as Treasure Thicket).
#78
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 15, 2025, 09:42:22 AM
Hotfix 1.0.02a:

- during heat waves in Snow Leopard League (and on maps covered with snow in Tiger League), characters now have twice as long to win in the arena before they get stricken with heat sickness.

- added a note to the Blacksmith Rescue mission warning about using loud skills.

- added a message to the Blacksmith Rescue mission informing the player that they can control Dhatuu Dil directly after speaking to him.

- added a tutorial about using keys to unlock doors to the Blacksmith Rescue mission.

- during the Battle with the Steel Bandits, when the player is spotted, the boss now waits a turn before aggro-ing so they don't sprint out ahead of all the other units and get sniped.

- fixed: the game could run a second event upon returning to camp after the battle with the steel bandits.

- fixed: the game wasn't returning to camp after the treasure thicket event, instead skipping to the calendar.

- fixed a flaw in how the game's pathfinding algorithm interacted with allied traps. Not only was it causing movement paths through traps to not appear, but it could actually produce a really nasty character positioning offset bug if you deliberately chose to walk into an allied trap under certain conditions.

- fixed: when using a gamepad in the custom character creator, hitting the B button to exit the portrait accessories window would transfer gamepad cursor focus back to the main character creation screen as intended but would leave the accessories window open.

- fixed: when playing with gamepad, in rare circumstances, it was possible for the gamepad cursor to shift focus to the battlefield rather than the victory screen as the battle ended.

- fixed: when playing with gamepad, "Click to Continue" text exhibited a small graphical glitch when animating during the camp and plot narrations.

- fixed: when playing with gamepad, pressing the X ("Actions") button while in the middle of targeting an attack would switch the gamepad's focus to the actions bar even as the actions bar remained invisible, and would not clear the attack targeting UI or text overlay with the skill's name.

- fixed: when playing with gamepad, under some circumstances when positioning the selector over a space and then selecting a skill from the actions bar which could not target the space the selector was left on, the game would fail to snap the selector to a valid attack tile space.

- fixed: the game was using the wrong activity word for proc gen dialogue about ventriloquists.

- new script action: EquipmentToList. Creates a list of all equipment in the specified character's inventory; an optional parameter narrows it only to equipment which is currently equipped.

- fixed: topic tooltips were being layered beneath the describer pane in the in-game reference for the campaign creation suite.

Changes for version 1.1:

- new skill: Berserk. Buffs the user's movement 25% and strength 20% for the turn; 4 energy.

- Berserkers now learn Berserk.
#79
Quote from: CraigStern on April 29, 2025, 07:39:16 AMThanks for reporting it! I'll look into this as soon as I'm able.
Edit: hm; I just tested it and I'm not seeing this issue. Can you give me a bit more context? Where in the game is this happening--in the shop? During pre-battle deployment?
I've been playing Telepath Tactics Liberated alongside Together In Battle on my Steam Deck, and I have to say—I'm loving the changes introduced with the new engine! The updated portraits are fantastic, and the game feels smoother and more polished overall. The improvements really shine on handheld, and it's been a blast jumping between both games.
#80
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 14, 2025, 06:53:43 PM
Changes for version 1.1:

- continued writing hobby response lines.

- fixed: a typo was keeping the second character's portrait from showing up during the "Revenge Quest 1" event.