News:

Welcome to the new Sinister Design forums!

Main Menu

Recent posts

#91
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.
#92
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?
#93
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.
#94
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.
#95
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.
#96
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.
#97
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.
#98
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.
#99
Telepath Tactics Liberated (2022) / Re: Feras Room Bug
Last post by michaelarrington - May 30, 2025, 11:41:08 PM
In the meantime, the workaround seems to be to ensure Emma's inventory isn't full before picking up the map or any other additional items in Feras' room.
#100
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - May 30, 2025, 09:39:26 AM
- reformatted morale effect descriptions with symbols to replace most of the text.

- fleshed out the explanation of morale contained in the game's glossary.

- tweaked the changes the game makes to the witness protection battle on Brutal difficulty. (The witness now retains his medicated bandages rather than being swapped to regular ones, and one of the enemies for the later stages of the battle is buffed instead.)

- fixed: skills that swap positions (such as Twirl and Trade) could change the facing direction of the unit swapped with.

- fixed: due to an incorrectly set default army palette color in the character sprite shader, the lightest shade of secondary army colors (light red) was not being palette swapped properly for sprites in the new palette-swapping system.

- fixed: the game was inappropriately using forward slashes appearing within generated dialogue noting the ends of formatting tags (such as [/b], [/i], and [/CAP]) as delimiters if they appeared within a block of alternate phrases, cutting off the relevant portion of dialogue.

- fixed: adding actions to scripts in the dialogue editor had been broken by a different bug fix.

- fixed: when flushing the actions queue for actions stuck behind a Wait command, the game would run subsequent Wait-type commands normally, sticking some of the actions to auto-execute behind a second Wait behavior and failing to execute them as intended.

- fixed: ending a dialogue (whether by script action or otherwise) was not auto-executing remaining script actions stuck behind a Wait command.

- fixed: switching a cutscene's narration frame (whether by script action or otherwise) was not auto-executing remaining script actions stuck behind a Wait command.

- added villagers to the list of universally available default units for custom campaigns.

Pushed the above (except for the new clothing) as hotfix version 1.0.10a.

For the next update:

- spirits now have their own distinct group practice narration.

- fixed: spirits would participate in group practice and lose morale.