Posted a Kickstarter update summarizing this year's progress on the new Telepath engine:
https://www.kickstarter.com/projects/1426761469/telepath-tactics-a-strategy-rpg/posts/2717821 I'll be making an alpha demo of the updated Telepath Tactics available to Kickstarter backers in the coming weeks.

In the meantime:
-- the game now checks sound effect and visual effect timings by reference to the in-game timer rather than via a frame countdown, in concert with the way Unity's animation timing system works.
-- went through nearly all of the game's ~150 skills and updated them with estimated decimal values for the visual and sound effects timings based upon Unity's animation timings for the implemented character sprite animations. Attack sound and visual effects now match up quite closely with the timing of their associated character animations!
-- added in visual effects for all the spriggat breath skills, as well as for feedback and grapple chain.
-- added in projectile visual effects for the throwing axe skill.
-- began going through and manually replacing the integer values from the old frame-based
impactFrame attribute with appropriate decimal values in an
impactTiming attribute for each skill, timing them in accordance with the character animations and visual effects for each skill.
-- fixed: the game was dropping camera shake magnitude and duration data for skills when converting them to individualized attack data.