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#91
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - December 28, 2024, 01:55:49 PM
- you can now customize the following lines of dialogue for a custom character: deployment barks (up to 3); attack barks (up to 3); victory barks (up to 3); heal barks (up to 3); build barks (up to 3); and a defeat monologue.

- fixed: the custom character creator was overriding a character's chosen default facial expression upon saving the character.

- fixed: if, upon opening the game, the very first thing the player did was go to edit a custom character rather than creating a new one (or playing a campaign), the game would fail to load the necessary data from XML and would freeze.

- fixed: a few of the buttons in the custom character creator were missing sound effects for being clicked.

- fixed a typo in one of the variants for one of the response lines for pessimistic characters upon being told sad information about an ally's background.
#92
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - December 27, 2024, 08:29:02 PM
- did some more work on supporting player-written dialogue for custom characters.
#93
General Discussion / Re: How can you adjust the gam...
Last post by fishingtested - December 26, 2024, 08:02:34 AM
Is it minecraft?
#94
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - December 25, 2024, 08:54:14 PM
Changes for version 0.9.30:

- started laying the UI groundwork for creating customizable dialogue for custom characters.
#95
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - December 23, 2024, 09:11:22 AM
- made some fixes to the formatting of text in post-victory MVP boxes.

- fixed: the icons for food and aura would sometimes fail to appear in the info bar, particularly when playing on Steamdeck.

- fixed: when playing on Steamdeck, the gamepad cursor was not aligned correctly to the item buttons in the character inventory inspection window in the reserve supplies screen.

- fixed: during the interrogation with Malatose about Dayaan, it was possible to navigate the dialogue tree's branches in such an order that you could end up in a spot with no available replies, forcing the scene to end prematurely.

- fixed: in the blacksmith, attempting to exit when choosing a weapon for engraving would still direct the player to the dialogue branch where they pick a name to engrave rather than canceling out. (Note for modders: this now requires dialogue trees ensconcing the blacksmith to have a branch for canceling the engraving process named "Cancel Naming"; otherwise, exiting out will return the player to branch 0 of the dialogue.)

- fixed: in Psy Clash, if the enemy AI chose to play a card that both affects one or more minions and a player but minions of the appropriate type did not exist in play, the game would recognize this as a valid move but would then get caught in a loop upon trying (and failing) to find a minion to target.

- fixed: in Psy Clash, you could click a card in your hand during the opponent's turn and the card would be played (though it would behave as if the opponent had played it).

- fixed: typing words with 'L' in them in the dialogue input field would cause the game to inadvertently save log files.
#96
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - December 22, 2024, 01:52:24 PM
- when using gamepad controls, after moving a character with a knockback skill, if there is not a direct-damage skill available, the game now auto-selects the knockback skill for use on an enemy who can currently be damaged by being knocked into an object or character, off of elevation, or into an environmental hazard. (This makes it much easier and more enjoyable to field kineticists when playing with gamepad controls.)

- when using gamepad controls, the gamepad cursor now properly disappears from the screen when transitioning to a new scene.

- fixed: the Together in Battle demo was not defaulting to gamepad controls on Steamdeck as intended.

- fixed: when using gamepad controls during recruitment, the little portrait frame had ceased to appear on the current selected character.
#97
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - December 21, 2024, 12:14:44 PM
- fixed: when playing on Steamdeck, the gamepad cursor was not aligned correctly for the day cells in the calendar screen.

- fixed: when playing on Steamdeck, the gamepad cursor was not aligned quite right on item options buttons (Use, Give, Drop, Cancel, etc.)
#98
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - December 17, 2024, 01:55:52 PM
- added scripting to mark objectives reached for characters who take down an enemy idol or inspirational leader in the arena, or who recruit their sibling there.

- added scripting to mark objectives reached for characters who achieve certain objectives in the monkey league qualifier, battle in the dissidents' den, blacksmith rescue fight, golem attack, revenge quest battle, and battle in the northern stepwell.

- during the blacksmith rescue mission, there is now alternative dialogue for Dhatuu Dil if you speak to him with a golem or a spirit.

- new script action: ReplaceInList. Systematically goes through a custom list and, upon finding a particular entry value, replaces it with a different value. Three parameters: List Name, Entry Value, and New Value. Optional fourth parameter: Allow "Contains" Matches. (If this last parameter is set to true, the game will count any value containing the Entry Value as a match.)

- fixed: during the Stat Advice camp event, if one of the stat possibilities was Counter Limit, the game would fail to display the correct icon alongside it.

- fixed: when reporting to Manbir Raksha following the attack on the royal guard informant, if the informant was not saved, certain dialogue replies led to the wrong part of the dialogue tree, causing the conversation to proceed as though the player was speaking to Prince Ajit.

- fixed: if, during a Psy Clash match, you had multiple minions with free-targeting (e.g. bowmen or crossbowmen) in play and the opponent ran out of minions for you to target in the middle of free-targeting, the game would softlock.

- fixed: if, during a Psy Clash match, the AI opponent had multiple minions with free-targeting (e.g. bowmen or crossbowmen) in play and you ran out of minions for them to target in the middle of free-targeting, the game would freeze.

- fixed: when using gamepad controls, the B button would behave like the A button during dialogue even in contexts where this made no sense.

- fixed: when using gamepad controls and selecting from a list of units in dialogue, if the dialogue tree returned to the list of units, the tooltip for the last selected character would still be showing onscreen.

- fixed: when hiring out characters, the game would show a message about right-clicking characters to see their stats in detail even if the player was playing with a gamepad.

- fixed: in proc gen battles where the player's characters auto-deploy and the final character in the roster had a wound level greater than 1, the game could throw an out-of-range error when queuing up the characters to spawn.

- fixed: the file containing the data for the Poison Needles skill had gone missing from the game.

- fixed: during the free-roaming bits of cavern exploration, the introductory text had ceased to coexist peacefully with the free-roaming tutorial text.
#99
Together in Battle / Re: Together in Battle Dev Log
Last post by CraigStern - December 16, 2024, 06:20:30 PM
After a week away on my honeymoon, I'm back in Chicago with my Together in Battle to-do list in hand!

- fixed: defeating all enemies on the first floor of a cavern would send the player back to camp instead of down to the second floor.

- fixed: receiving a psy clash deck from Rohit during the Festival of the Ascendant Lights would cause the game to overwrite whatever assorted psy clash cards the player may have accumulated up to that point.

- fixed: when using gamepad controls, after moving a character with a healing skill, the game would not auto-select a Shield skill for use on a damaged ally in range unless the ally belonged to a different army.

- fixed: when using gamepad controls, after exiting the game settings menu in a cutscene, the game would inappropriately return gamepad focus to the underlying scene rather than the main options menu (which remained open onscreen).

- fixed: one of the greeting line variants for Imaginative characters was missing a period.
#100
Telepath Tactics Liberated (2022) / Re: bug - city battle with ebo...
Last post by tomhanks - December 13, 2024, 10:46:46 PM
Quote from: carlosfriendlys on April 07, 2022, 11:44:00 AMWhen the swordsman and two crossbowmen appear in the battle, and if you have prepared for their arrival with caltrops/explosives, the crossbowmen get unlimited turns and kill the swordsman slope and your tent.  I think it is because the lower crossbowman spawned on a placed caltrops, but may also be because there were 4 explosives separating the crossbowmen from the swordsman.
I get the same error but it's fixed with the latest version.