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#91
Together in Battle / Re: Bug Report: Pushing an all...
Last post by CraigStern - July 26, 2024, 09:58:51 AM
Interesting--I'll look into this!
#92
Together in Battle / Re: Cryokineticist promotion b...
Last post by CraigStern - July 26, 2024, 09:58:12 AM
Not a bug! Unless the promotion description says otherwise, promotions actually aren't supposed to come with new skills--they're supposed to come with stat boosts and improvements to one or more existing skills. (The thing where promoted characters immediately learn a new advanced skill was a longstanding bug that I fixed in a recent patch.)

Keep leveling him--I bet he'll learn Cryo Cross or Frost Army soon. :)
#93
Together in Battle / Cryokineticist promotion but n...
Last post by seedship - July 26, 2024, 01:13:51 AM
My cryokineticist doesn't know the advanced moves (frost army or cryo cross). When he promoted, there was no option to learn then, the promotions didn't come with new moves. Is that a bug?

Attached the save file. Lay 2 traps or lay a trap and use frost armor to promote.
#94
Together in Battle / Bug Report: Pushing an ally in...
Last post by seedship - July 26, 2024, 12:48:29 AM
If you push an ally into an enemy and kill the enemy, the enemy will still counterattack your ally, even though they should die. This is inconsistent with directly attacking them and killing them, causing no counterattack.
#95
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 25, 2024, 12:45:47 PM
- AI improvement: the game can now string together additional moves after Use Once skills, causing swordsmen in particular to take much more effective turns.

- fixed: when changing a custom string for the name of an army during a battle, the game would not update the army's name in the new turn window.

- fixed: the day log summary for characters getting wounded was missing a period.

- fixed: due to a scripting error, a flag allowing the player to follow Malatose one week following her second interrogation was never set.

- AI fix: the game was double-counting impact damage against a target when the target was shoved into another character even when the character they were being shoved into was an ally of the attacker.
#96
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 24, 2024, 11:43:22 AM
- began laying the groundwork for skin tone and hair color swapping in human character sprites.

- cleaned up photokineticist walk animations a bit.

- fixed incorrect palette highlight coloration for pants in the photokineticist sprite.

- optimized the evening event-choosing process to avoid memory issues from excessive attempts to pick an event.
#97
Telepath Tactics Liberated (2022) / Re: Dev Log
Last post by CraigStern - July 23, 2024, 03:03:09 PM
- fixed: the player could get assigned the wrong roster during a randomizer playthrough, resulting in them having no characters on the battlefield during the caravan battle prelude scene and getting stuck in a "defeat" loop.
#98
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 23, 2024, 10:58:47 AM
Ran into a weird fatal error with one specific save file while testing; tried wiping the cache and reinstalling Unity entirely, but to no effect. Sent a report to Unity about it.

In the meantime:

- reduced the size of the game's cutscene backgrounds by about 4/5ths by lowering their resolution 50%.

- updated the project to a somewhat more recent version of Unity.
#99
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 22, 2024, 02:15:30 PM
Gave artist feedback on a new battle background; hired another artist to redo all general character sprites to support dynamic palette swapping of skin and hair color, now in progress!

Otherwise:

- added team size and average level warnings to the Investigate daytime action.

- increased the witness's durability a little bit in the witness protection battle.

- added support for terrain tiles with built-in status effects.

- fixed: Burning status was not being extinguished by a character being submerged in water.

- fixed: destroying a cosmetic bridge tile embedded in land via an explosive could result in a surviving unit standing on that space being "dropped" upward into the air and remaining there.
#100
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - July 19, 2024, 10:01:27 AM
Reached out to an artist to redo character sprites to support dynamic palette swapping of skin color and hair color.

- cleaned up assassin walk animations a bit.

- fixed a couple of typos: one in the Festival of the Ascendant Lights narration, one in Malatose's dialogue during her first interrogation.