News:

Welcome to the new Sinister Design forums!

Main Menu

Recent posts

#71
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- fixed: proc gen weapons and armor in the Randomizer campaign were relying on outdated materials data, causing them to be generated without an item image.
#72
Thanks 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?
#73
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 29, 2025, 07:29:58 AM
- fixed: due to a scripting oversight in the witness protection battle, enemies on the stage could immediately self-aggro the entire group by using a self-buffing ability like Awareness or Aim.
#74
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 28, 2025, 09:27:08 PM
- fixed: when using an item in the character screen during battle that didn't close the character screen, the game was not updating the character screen to reflect changes.

- fixed: the game was not loading Battle in the Print Shop correctly.
#75
General Discussion / Re: So, what do you think?
Last post by tonyadams - April 28, 2025, 04:18:18 AM
Are there any specific free games you already have installed that you'd want to suggest as a starting point?
#76
In Telepath Tactics Liberated on Steam Deck with the Xbox Controller layout, pressing "B" to close a character's personal inventory from the Manage Supplies screen incorrectly shifts controller input to the underlying UI layer while leaving the Supplies screen open. Switching to mouse and keyboard works around this but introduces a separate bug where gamepad cursor movement gravitates toward the last touched screen point, and the issue is specific to Liberated, not Together in Battle.
#77
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 26, 2025, 10:00:54 AM
- balance tweak: engineer braziers now scale their health relative to the creator's strength at a dramatically lower rate than barricades do.

- fixed: when reloading a previously created custom character, the background selector would not default to showing the character's previously selected background.

- fixed: an incorrect delimiter was causing the game to deserialize custom character life backgrounds incorrectly.

Pushed all of the bug fixes from here back to April 11th as version 0.9.81.
#78
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 25, 2025, 01:37:12 PM
- punched up the design of some multiplayer maps from the TTL "Multiplayer" downloadable campaign for use in TIB (Little Lava Cave and Cone of Cold), as well as a new one (Doublebridge) with more elevation differences and opportunities for taking advantage of environmental hazards.

- fixed: in the custom character creator, clicking a button the change a golem's gender after choosing its class would wipe out subsequent selections even though a golem's gender cannot change.
#79
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 24, 2025, 01:48:04 PM
- fixed: when quitting to the title screen while a voiceover is playing, the voiceover would continue.
#80
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - April 23, 2025, 12:07:51 PM
- brought the total possible riddles to 6.

- scripted the "solving the riddle" logic.

- other than the spirit, free-roaming cavern exploration conditions will no longer repeat over the course of any given playthrough.

- the monetary reward for solving the free-roaming section of cavern exploration now scales upward with total days passed in the campaign.

- new special character supported: STRLENGTH[]. Gets replaced with the number of characters within a named custom string's value. (For instance: if the custom string CharacterName is set to Bob, then STRLENGTH[CharacterName] will be replaced with the numeral 3.)

- the game now supports items that are readable books, letters, notes etc. When used, these items open the report screen and let the player read their contents.

- fixed: the game would not load more than one item with the same name even if they had different load IDs.

- fixed: the custom character creator was trying to load life background options when editing previously created golems and spirits, then throwing an error.

- fixed: the facial expression chooser in the custom character creator had begun to obscure the portrait, preventing the player from previewing these expressions.