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Further fixes and improvements!

[p]I have another small update for you all: version 1.0.52! We have some more class balance tweaks, interface fixes, some extra capability for the item editor, and other miscellaneous bug fixes. Let's get right to the changes:[/p][p][/p][h3]First, miscellaneous balance tweaks and changes:[/h3]
  • [p]increased the salary and appetite of cavaliers somewhat for balance reasons.[/p]
  • [p]reduced the energy gain on the Mant Lancer promotion from 10 to 8.[/p]
  • [p]the "-arch" promotion variants for the four elemental psy fighter types now gain +20 accuracy on their relevant elemental blast skill instead of an energy cost reduction, making these variants more distinct from (and competitive with) the "-kurios" alternative.[/p]
  • [p]in the Snow Leopard League qualifier, the boss, assassin, and psy healer no longer remain immobile if the player enters their area prior to round 9.[/p]
  • [p]in version 1.0.52a: rapier-based attacks Thrust and Lunge now have a big +75 accuracy buff to help provide more counterplay against Dodge tanks and provide extra utility to rapiers.[/p]
  • [p]in version 1.0.52a: increased the energy cost of Defiant Stance from 2 to 4.[/p]
[p][/p][h3]Bug fixes:[/h3]
  • [p]fixed: character tooltips had begun showing up when mousing over attack tiles in battle (these could obscure targeting reticles for skills that hit multiple spaces laterally, like Impale or spriggat breath attacks).[/p]
  • [p]fixed: character tooltips could be made to show up during the gap between an army winning and the victory/defeat window popping up onscreen; these would then obscure part of the victory/defeat window.[/p]
  • [p]fixed: when choosing who to make a buy-out offer for, Ishita Svaamee was using characters' displayed levels instead of their true levels, leading to her making offers to buy out recent promotes (with a lower displayed level) instead of unpromoted characters whose true level was actually lower.[/p]
  • [p]fixed: upon winning the battle in the northern stepwell or the smuggler's den battle, the game would progress straight to the calendar screen instead of back to late camp.[/p]
  • [p]fixed: following the revenge quest battle, the player would return back to camp at a normal time instead of late.[/p]
  • [p]fixed: if the player lost the treasure thicket battle, they would restart it instead of being returned to camp.[/p]
  • [p]fixed: the Sick camp event could display the wrong character name.[/p]
  • [p]fixed: clicking one extra time during a specific window in the introductory dialogue to Battle in the Northern Stepwell, just before the kidnappee is shoved into the water, could result in babble sound effects playing continuously until the end of the dialogue sequence.[/p]
  • [p]fixed in version 1.0.52a: because the brother from the brother leader arena event and the inspirational leader from the inspirational leader arena event shared a script ID, and because the brother from the brother leader event was saved as a persistent characters, if the brother leader event happened and then, in a subsequent battle, the inspirational leader event happened, the brother would deliver the death monologue for the inspirational leader in place of the inspirational leader themselves, in turn causing the game to lock up upon completing the battle.[/p]
  • [p]fixed in version 1.0.52a: there were a couple of remaining cavosphere activity narrations that shadowlings could get which used the descriptor "kick."[/p]
  • [p]fixed in version 1.0.52a: female human hairstyle 20 was sitting a little bit too high up on the head.[/p]
[p][/p][h3]Campaign editor fixes and improvements:[/h3]
  • [p]when creating items for a custom campaign, you can now make up entirely new equipment slots at will (e.g. Tail, Shoulder, Eyebrow, Essence...literally whatever you want) for items to equip to.[/p]
  • [p]when adding traits to characters for a custom campaign, the game now displays descriptions of the personalities, physical traits, and backgrounds at the bottom of the window.[/p]
  • [p]fixed: the Neck equipment slot was missing from documentation (and from auto-completion in the item editor).[/p]
  • [p]fixed: a previous fix to a different bug had broken the physical attribute and background selectors for newly created unique characters in the character creator.[/p]
  • [p]fixed: camera bloom was making explanatory text in the character creator's text fields difficult to read.[/p]
[p][/p][p]That's all for the changes![/p][p][/p][h3]Custom campaign contest update![/h3][p][/p][p]In five days, there will be one month remaining in our custom campaign contest. All entries will be played live on stream, and the very best ones will win cash prizes of up to $100! I cannot wait to see what you all create. 😁 [/p][p][/p][p]To help out people new to this, I've been releasing video tutorials that walk you through the process of making a custom campaign. Here, for example, is the last episode I released (about making a custom battle):[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]I'm taking suggestions for future videos, so if there's something you want to do but don't know how, reach out and I may just make a video for you about it! 😉[/p][p][/p][p]All right folks, that's all I've got for this one. See you in the next update![/p][p][/p][p][/p][p]Tactically yours,[/p][p][/p][p]Craig[/p]

More small fixes and improvements

[p]Greetings, tactics fans! This is another small update in which I continue to fix bugs and improve the experience in small ways.[/p][p][/p][h3]Changes to the Main Campaign[/h3][p][/p][p]First, we have a few changes designed to make it easier to keep lower-level characters caught up with the rest of the team without risking their lives in the arena, and to ensure that that remains possible throughout the campaign:[/p]
  • [p]increased the availability of battle primers somewhat in the shop to make it easier to catch up underleveled characters.[/p]
  • [p]increased the range of levels where novice and intermediate battle primers are effective to keep them useful for longer.[/p]
  • [p]in the shop, intermediate battle primers are now much more likely to appear instead of novice ones once the player enters Gharial League; and once the player enters Snow Leopard League, expert battle primers are now much more likely to appear instead of novice or intermediate ones.[/p]
  • [p]added in version 1.0.51a: the game now actively checks non-Golem, non-Spirit custom characters when initiating camp and--if they're missing Practice, Clean, and Talk camp activities--adds them.[/p]
[p][/p][h3]General Bug Fixes[/h3]
  • [p]fixed: the game was playing drowning sound effects when checking environmental damage for destructible objects submerged in water.[/p]
  • [p]fixed in version 1.0.51a: custom characters were being generated without certain core camp activities available to them.[/p]
  • [p]fixed in version 1.0.51a: mind controlling an enemy minion during Psy Clash would result in the minion's attack sound effect reverting to a sword slash sound.[/p]
  • [p]fixed in version 1.0.51a: the epilogue used the word "screenplay" where "stageplay" was appropriate.[/p]
  • [p]fixed in version 1.0.51a: there was a "the" missing in one line of Malatose's dialogue during her first interrogation ("Getting straight to point now, are we").[/p]
  • [p]fixed in version 1.0.51b: some background- and trait-specific camp activities for certain custom characters were still not showing up post-hotfix.[/p]
  • [p]fixed in version 1.0.51b: portraits for certain generic characters were not loading due to a mistake in the code adding support for custom static generic character portraits.[/p]
  • [p]fixed in version 1.0.51b: a bug fix from a previous update was causing characters already present among saved characters to not get recruited during battle (most noticeably during the character sibling event in the arena).[/p]
  • [p]fixed in version 1.0.51b: skills which place multiple holds or create multiple objects at once were granting experience multiple times.[/p]
  • [p]fixed in version 1.0.51b: skills which place multiple holds or create multiple objects at once were counting multiple times for purposes of how many times the skill had been used in battle.[/p]
[p][/p][h3]Campaign Creator improvements[/h3]
  • [p]you can now assign your own custom static portraits to generic unit types in the character creator![/p]
  • [p]you can now manually select skin and hair palettes for generic character portraits (and, for humans, their corresponding unit sprites) in the character creator.[/p]
  • [p]updated placeholder text in the tags field for the map editor's Unit Properties window, removing the long-since-deprecated "Add," text.[/p]
  • [p]fixed: the character creator was formatting portrait data for generic characters in such a way that their hair layer wasn't being detected upon loading them in a custom campaign.[/p]
  • [p]fixed: the character creator was not saving hair palette or skin palette data for generic characters.[/p]
  • [p]fixed: the map editor was throwing a null error when trying to create tooltips upon mousing over FromPlayerRoster character stand-ins.[/p]
[p][/p][h3]Create your own campaign![/h3][p]As you can see, I've been focused on fixes and improvements to the campaign creation suite. We are now just a bit more than 1/4th of the way through our campaign creation contest, and I want to make sure that campaign creation is as fun and painless as possible![/p][p][/p][p]In that vein, I've been uploading a series of tutorial videos designed to teach people how to create their own campaigns in the campaign editor. As of today, we now have four videos up--these (and all future videos in the series) appear in this Youtube playlist: [dynamiclink][/dynamiclink][/p][p][/p][h3]New Playthrough Stream![/h3][p]In the meantime, SRPG luminary Titanium Legman has begun a series where he livestreams Together in Battle while recruiting as many player-created custom characters as possible. (Tonight will be the third episode--don't miss it! 😉)[/p][p][/p][p][/p][p]Anyway, that's all I've got for this one; see you all in the next update![/p][p][/p][p][/p][p]Tactically yours,[/p][p][/p][p]Craig[/p][p][/p]

Some small fixes and improvements

[h3]Just a small update with improvements and some bug fixes: [/h3]
  • [p]added in version 1.0.50k: the procedural battle generation algorithm now applies a negative weight to spaces close to treasure chests, making it less likely that enemies will spawn within move-and-attack range of chests. [/p]
  • [p]fixed in version 1.0.50k: two different move-clearing methods in the game's AI module were conflicting when an AI character stopped moving due to wandering into a Hold, causing the second method to fail to recognize the held character as the current character and then fail to call for the execution of the next move in the AI module.[/p]
  • [p]fixed in version 1.0.50k: it was still possible to get tooltips stuck onscreen when menus were in the process of appearing.[/p]
  • [p]fixed in version 1.0.50m: when a character finished acting and their experience bar was animating to full, there was a short window where you could click to select a new character between the experience bar filling up and the level-up screen popping onscreen. This would both interrupt the level-up screen and prevent the actions bar from reappearing.[/p]
  • [p]fixed in version 1.0.50n: when playing on Relaxed difficulty, a script action in Battle in the Print Shop was referencing the wrong coordinates, causing a window to gain passability Closed, thereby preventing characters from shooting through it.[/p]
  • [p]fixed in version 1.0.50n: in Battle in the Print Shop, the central bowmen and guards near the top of the map would not react to enemies entering their move-and-attack range unless Sandesh Andhera had already reached the ledger.[/p]
  • [p]fixed in version 1.0.50n: if Sandesh Andhera reached the table with the ledger in Battle in the Print Shop, the game would replace the wrong table object on the battlefield.[/p]
  • [p]fixed in version 1.0.50n: stripping one specific type of non-aggro AI tag from an aggro group (e.g. Inactive or Passive) via a script action such as RemoveTag would automatically result in every other type of non-aggro AI tag also being stripped from that aggro group.[/p]
  • [p]fixed in version 1.0.50n: one particular grass-chasm variant tile among dozens had incorrect rotation data.[/p]
  • [p]fixed in version 1.0.50o: some of the unit buttons in the reserve supplies screen (characters 10 through 15) had misaligned mouseover tooltips.[/p]
  • [p]fixed in version 1.0.50o: if the player chose to undertake an action that would return them to camp late (such as rescuing the blacksmith), any plot event scheduled to occur in camp that evening would be skipped--and not rescheduled.[/p]
  • [p]fixed in version 1.0.50p: a few of the custom dialogue lines in the custom character maker had incorrect settings attached to them that could make them save in the wrong spots.[/p]
  • [p]fixed in version 1.0.50p: the game would create log files whenever the player hit the 'L' key when typing in text in the custom character maker.[/p]
[p][/p][h3]Gamepad fixes:[/h3]
  • [p]fixed in version 1.0.50l: when playing in gamepad mode, if you tried to end combat deployment without filling all of the allowed deployment spots, the game would fail to switch gamepad focus to the popup window asking if you're sure you want to proceed. [/p]
  • [p]fixed in version 1.0.50l: when playing with gamepad controls, in battles where a character left the battlefield via a dialogue option upon moving onto a designated space, the game could throw a null error when checking for interactables adjacent to the now-missing character.[/p]
  • [p]fixed in version 1.0.50l: when playing with gamepad controls, using "B" to back out of the save game menu mid-battle would inappropriately return gamepad focus to the battlefield instead of to the new turn window.[/p]
  • [p]fixed in version 1.0.50l: under rare circumstances, when playing with gamepad controls, it was apparently possible for the gamepad cursor to end up with focus in the Actions Bar even after the victory screen came up at the end of battle.[/p]
  • [p]fixed in version 1.0.50l: gamepad cursor alignment was off on numerous buttons in the reserve supplies screen following its redesign.[/p]
  • [p]fixed in version 1.0.50l: when playing with gamepad controls, the gamepad cursor was not visible on the victory screen when clicking to continue at the end of battle.[/p]
[h3]And for the campaign creation suite: [/h3]
  • [p] added in version 1.0.50k: the campaign creation suite's character creator now lets you specify a class when procedurally generating a random character, with predictive text prompting based on the selected species.[/p][p][/p][p][/p]
  • [p] fixed in version 1.0.50k: 19 of the proc gen dialogue line variants in CharAttributes.xml for custom campaigns were still using the deprecated -STR:TeamName- special character in lieu of -ARMYNAME-. [/p]
  • [p] fixed in version 1.0.50k: in the creation suite's character creator, abandoning a character to start making a new character was not working as intended.[/p]
  • [p] fixed in version 1.0.50k: in the creation suite's character creator, creating characters of a particular class would cause that class to stop appearing in the character class list until the editor was exited and reentered.[/p]
  • [p]fixed in version 1.0.50m: the New Campaign button's tooltip in the campaign editor was displaying an outdated file path for where the campaign would be created (saying "Telepath Tourney" instead of "Together in Battle").[/p]
  • [p]fixed in version 1.0.50m: the invisible button in the campaign editor to edit a campaign's name and description was no longer in the correct location; it is now once again fully covering the area where the campaign's name appears.[/p]
  • [p]fixed in version 1.0.50m: updating a custom campaign's description did not refresh its description in the campaign list, causing the old description to reappear upon clicking the campaign's name a second time.[/p]
  • [p]added in version 1.0.50n: the character creator now lets you set a character's romantic preferences alongside their other traits.[/p]
  • [p]fixed in version 1.0.50n: loading a character in the character creator was not setting the trait pickers to reflect their personality, physical traits, or background.[/p]
  • [p]fixed in version 1.0.50n: babble dialogue noises could still play on dialogue branches where actual voice acting had been initiated via the PlayDialogue script action, thereby overriding the playback of the VA dialogue.[/p]
  • [p]fixed in version 1.0.50p: a null error had started occurring when hitting "New Character" right after creating a new campaign in the campaign editor.[/p]
  • [p]fixed in version 1.0.50p: the engine would suffer a null error if the player used the Recruit script action in OnLoaded dialogue at the start of a battle and then attempted to load that character into the deployment screen.
    [/p]
[p]In other news, in case you missed it, our campaign creation contest is now underway--create your own mini-adventure and send it to me by mid-October, and I'll play it on stream. (You could even win a prize!) More details here: [dynamiclink][/dynamiclink][/p][p]Tactically yours,[/p][p][/p][p]Craig[/p]

SRPG Micro-Campaign Contest: "Secret"!

[p]Hey all--I've decided to throw a two-month, custom mini-campaign contest![/p][p]The idea is simple: starting today (August 15th, 2025), you'll have 2 months to create a short custom campaign in Together in Battle's SRPG campaign creator. All entries will be livestreamed and there will be hundreds of dollars* in cash prizes given out for the top 4 submissions! 🎊 [/p][p][/p][p]*two hundred and fifty, to be exact.[/p][p][/p][p]Contest Theme[/p]
  • [p]"Secret"[/p]
[p][/p][p]The Deadline[/p][p][/p][p]The Rules[/p]
  1. [p]Your campaign must be playable within Together in Battle (i.e. no custom engines, SRPG Studio, ROM hacks, etc.) You can use Together in Battle's free demo to make it, however! (The demo provides full access to the campaign creation suite.)[/p]
  2. [p]Your campaign must be "mini": it must consist of exactly 2 battles and no more than 5 scenes total (i.e. 2 battles and 1-3 cutscenes). Each of your cutscenes can be any length you like.[/p]
  3. [p]Your campaign must tell a complete, self-contained story. It's okay if your campaign takes place in the same setting as another campaign--but it must tell a story that feels complete in itself (i.e. it should provide all of the information necessary for the player to understand what's going on without having played a different campaign, and it should not end with a cliffhanger or "to be continued").[/p]
  4. [p]Your campaign must relate to the contest theme in some way. For example: it can be about a secret conspiracy; unmasking a secret traitor; learning the secret to achieving some goal; fighting to keep a secret from coming out; secretly infiltrating somewhere; it can have a twist where a character reveals a secret that assures victory when things look hopeless; etc. Exactly how the theme relates to your campaign is up to you to decide![/p]
  5. [p]Your campaign must be your own original work. You may team up with other people, of course, and communal cooperation on how best to use the engine is encouraged. You may use any assets which come with Together in Battle, custom assets you created yourself, or assets in the public domain (including assets with a CC0 license). For all non-public domain assets you use, you must have an appropriate license or written permission. You may not use generative AI in any form or fashion.[/p]
  6. [p]You must email me your submission info and upload your submission to the Steam Workshop for Together in Battle by the contest deadline. (If you submit early, you can continue to revise your submission until the contest deadline.)[/p]
    • [p]Submission info to be emailed: the name (or alias) of everyone in your team; the name of your campaign; a short explanation of how it uses the theme; and any other special instructions or information needed to play it.[/p]
[p][/p][p]Scoring Criteria[/p]
  • [p]All submissions will be scored on the following criteria:[/p]
    • [p]Gameplay (40 points)[/p]
      • [p]Pacing (10) - battles should pose tactical questions to the player at a steady pace, neither overwhelming them nor leaving too much "empty" time where the player has no interesting choices to make.[/p]
      • [p]Balance (10) - battles should pose an appropriate challenge without being frustrating; characters should all be useful to some degree, with distinct roles to play in the fighting and progression from leveling up that meaningfully alters their capabilities.[/p]
      • [p]Technical (10) - the submission should competently use a variety of the engine's features (e.g. elevation, special terrain, destructible objects, lighting, weather, triggers, dialogue interactions, etc.) [/p]
        • [p]Bugs will deduct points from this subcategory; make sure to test before submitting![/p]
      • [p]Creativity (10) - the submission should offer good enemy variety and successfully use gameplay to support the narrative elements; clever or unexpected use of game mechanics or assets, unusual objectives and battlefield conditions, and general originality will make up the remaining points here.[/p]
    • [p]Narrative (30 points)[/p]
      • [p]Plot (10) - what happens in the story? Does it make sense? Does it fit the setting and characters? Is it interesting, funny, or emotionally affecting?[/p]
      • [p]Characters (10) - who participates in the story? Do they have distinct personalities and ways of speaking? Does their dialogue sound natural? Do they develop and change over the course of the submission? Do they have entertaining interactions with each other? Do their motivations naturally play into the plot?[/p]
      • [p]Theme (10) - how well is the contest theme integrated into the narrative? Is the story built around it; are character arcs?[/p]
    • [p]Aesthetic (10 points) [/p]
      • [p]the submission should look and sound good. (This is obviously subjective, but at a minimum, try to avoid issues like excessively loud sounds or terrain tiles that don't work well together.)[/p]
  • [p]Each submission will be scored out of 80 points using the criteria above. I will be judging each entry personally, but I may recruit other judges to help me--if I do, then our scores will be averaged to get the final score out of 80 for each submission.[/p]
  • [p]The submissions will be ranked in descending order by their final score: the submission with the highest score will take 1st place, the submission with the second-highest score will take 2nd place, and so on. Ties will be broken on the basis of each submission's Theme score.[/p]
[p][/p][p]The Prizes[/p]
  • [p]1st Place: $100.00 US[/p]
  • [p]2nd Place: $75.00 US[/p]
  • [p]3rd Place: $50.00 US[/p]
  • [p]4th Place: $25.00 US[/p]
  • [p]Regardless of placement, each and every campaign that is submitted will get a playthrough (with commentary) livestreamed on Youtube![/p]
[p][/p][p]How to Make a Campaign[/p][p]I'm planning to create a video series covering all the ins and outs of making a campaign in Together in Battle over on the Sinister Design Youtube channel--but for now, check out this excellent guide by community member Tacitus![/p][p][/p][p]I think that about covers it. Let me know if you have any questions below; good luck and godspeed! 🫡[/p][p][/p][p]--Craig[/p]

Update #6: portrait art, save logic, UI, moddable campaign, and an SRPG contest!

[p]Greetings, tactics fans--I have a big free update for you! There is a lot to cover here--new assets for custom characters, AI improvements, interface improvements, an overhaul to the game's logic for manual save mode, and much more--but make sure to read the whole thing, because I am throwing a custom campaign contest, which I talk about that at the end of the post.[/p][p]Okay, enough prefacing: let's get to the changes![/p][p][/p][h3]First, I reworked the game's save logic for manual save mode![/h3]
  • [p]in response to feedback from a small (yet disproportionately vocal) segment of the player base, I've reworked things so that when you play with manual saving enabled, the game no longer auto-saves over your current save file. This means that you will no longer be locked in to your choices when you switch scenes! However, this comes at a cost: you must now save manually in order to save the game in manual save mode. This change is retroactive to all playthroughs with manual saving enabled.[/p]
  • [p]in manual save mode, the game now tracks how many scenes have passed since you last saved the game. If the next in-game day comes and more than a couple of scenes have passed since you last manually saved the game, the game will prompt you to save manually.[/p]
[p][/p][h3]Second, we have a variety of interface improvements![/h3]
  • [p]you can now manage supplies when you're on the main town screen in Kalkerapur![/p]
  • [p]your characters can now use items when you're on the main town screen in Kalkerapur![/p]
  • [p]the reserve supplies screen now always shows your characters off to the side--they are no longer covered up by the character inventory subwindow when one of them is clicked.[/p]
[p][/p]
  • [p]the reserve supplies screen now shows who else wants equipment currently held by a character (see the screenshot above!)[/p]
  • [p]in the reserve supplies screen, you can now drag an item directly from a character's inventory onto a second character to give the second character the item. This makes it much faster and easier to transfer items between characters.[/p]
  • [p]when playing with manual saving enabled, the save game menu is now accessible from the victory screen after you win a battle.[/p]
  • [p]you can now sort your characters in the army overview screen by clicking the icons at the top of each column of stats: by level, morale, health, energy, appetite, and salary. (Sorting by level will not just sort by visible level, but will take into account hidden levels that have been folded into a character's progression from promoting.)[/p]
  • [p]the army overview screen now has page selection buttons for players who manage to recruit more than 18 characters.[/p]
  • [p]rescaled and repositioned collision on units in battle so that when attempting to select a character with the mouse, units in front of them won't inappropriately block the click.[/p]
  • [p]when mousing over a space containing a unit, the game will now always treat the top unit on the space as having been moused over.[/p]
  • [p]drew a small version of the item sack icon that now accompanies the Manage Supplies button for more consistent iconography.[/p]
  • [p]added in version 1.0.50c: you can now rate custom campaigns in the in-game custom campaign browser using new thumbs-up and thumbs-down buttons![/p]
[p][/p]
  • [p]added version 1.0.50g: the download campaigns screen now shows you which custom campaigns you already possess at a glance; and if you click one you already have, it now changes the download button to an "update" button.[/p]
  • [p]fixed: alt-Tabbing out of the game was causing Unity to fail to register the release of keyboard keys (most notably, Alt and Tab); this, in turn, was causing mousewheel functionality to lock up upon returning to the game, preventing mousewheel camera zoom from working.[/p]
  • [p]fixed: if you managed to store an item from the character screen within the reserve supplies screen while the unit's inventory subwindow was open, the inventory subwindow would not update to reflect the change.[/p]
  • [p]fixed in version 1.0.50c: the reserve supplies screen had become somewhat misaligned when opened during battle deployment.[/p]
  • [p]fixed in version 1.0.50h: a fix from the prior hotfix, version 1.0.50g, had caused the "Save Game" button to stop bringing up the save game screen when clicked during battle.[/p]
  • [p]fixed in version 1.0.50i: a fix from version 1.0.50g had also caused the "Save Game" button on the battle victory screen to stop bringing up the save game screen.[/p]
  • [p]fixed in version 1.0.50i: when giving a character new equipment in the reserve supplies screen and then dragging another item out of their inventory with the inventory subwindow still open, upon accepting the game's prompt to auto-equip the first item, the inventory subwindow would not update to show the change in equipped items.[/p]
  • [p]fixed in version 1.0.50i: the tooltips for items in the rightmost two columns of the reserve supplies screen had begun extending off the side of the screen following the redesign.[/p]
  • [p]fixed in version 1.0.50i: it was possible to mouse over a unit after clicking to close to level-up screen when a character reached level 20, before the character promotion screen fully appeared, thereby leaving a tooltip stuck onscreen over the promotion window.[/p]
  • [p]fixed in version 1.0.50j: when playing with gamepad, clicking the cancel button in the save game menu was no longer redirecting gamepad cursor focus to the correct element of the turn box.[/p]
  • [p]fixed in version 1.0.50j: when playing with gamepad, clicking Rotate in the Action Menu would return gamepad focus to the battlefield, making multiple rotations tedious to accomplish.[/p]
[p][/p][h3]I created a bunch of new portrait elements for more variety in custom character portraits: new hairstyles, new clothing, glasses, masks, and more![/h3]
  • [p]added four new glasses accessories for human portraits: glasses, bifocals, alt bifocals, and monocle.[/p]
  • [p]added five new mask accessories for human portraits: Venetian, Venetian Dark, Skull, Blindfold, and Plague Doctor.[/p]
  • [p]added a new hat accessory for humans: Crown.[/p]
  • [p]added a new clothing option for human characters: Barbarian.[/p]
  • [p]added a new clothing option for human characters: Dark Knight.[/p]
  • [p]added a new clothing option for human characters: Marauder.[/p]
  • [p]added a new clothing option for human characters: Warrior (based on the trainer in the main campaign).[/p]
  • [p]added a new clothing option for human men: Blacksmith.[/p]
  • [p]added a new clothing option for human women: Dress.[/p]
  • [p]added a new clothing option for human women: Dress 2 (painted live on stream!)[/p]
  • [p]added a new clothing option for human women: Chemise.[/p]
[p][/p]
  • [p]added a new "cat nose" for human portraits to the game.[/p]
  • [p]added a new "cat ears" portrait accessory for humans to the game.[/p]
  • [p]added a new hairstyle for humans: Afro (painted live on stream!)[/p]
  • [p]added a new hairstyle for human women: Bob (see e.g. Uma Thurman's haircut from Pulp Fiction).[/p]
  • [p]the crown, blindfold, venetian mask, dark venetian mask, glasses, bifocals, alt bifocals, and monocle accessories are now usable with spriggat portraits as well![/p]
[h3][/h3][h3]We have miscellaneous additions and improvements![/h3]
  • [p]increased psy fighters' (e.g. pyrokineticists, cryokineticists, etc.) base starting slash resistance from -20% to -10%, making them just a bit less squishy.[/p]
  • [p]two new skills: Create Ice Wall and Create Fire Wall.[/p]
  • [p]new, third promotion option for cryokineticists: Cryostructor. Gets +1 range and -1 cost on Create Ice, learns Create Ice Wall.[/p]
  • [p]new, third promotion option for pyrokineticists: Pyrostructor. Gets +1 range and -1 cost on Create Fire, learns Create Fire Wall.[/p]
  • [p]throwing knives now appear in the shop after advancing sufficiently far through the leagues.[/p]
  • [p]reconfigured the stats of random equipment drops in battle from their Telepath Tactics defaults to better match the values of comparable proc gen equipment in Together in Battle.[/p]
  • [p]commissioned a new cutscene background for the door to the palace armory, incorporated it into the game.[/p]
[p][/p]
  • [p]Silent Blades now have higher Accuracy, making them more effective against Dodge tanks during story battles.[/p]
  • [p]capped the max deployment in the first battle with bandits at 6.[/p]
  • [p]capped the max deployment in the battle with the steel bandits at 8.[/p]
  • [p]buffed a couple of the front-liner mooks in the battle with the steel bandits.[/p]
  • [p]if the game ever fails to find an AI profile, it now loads and uses Balanced AI.[/p]
  • [p]the beggar event will no longer occur unless you have at least one character who is Kind or one character who is Pessimistic.[/p]
  • [p]wrote new, unique background dialogue for characters who come from Ploutos.[/p]
  • [p]wrote four new family background lines.[/p]
  • [p]wrote new Recognition and Recognition Response lines for Friendly characters.[/p]
  • [p]added in version 1.0.50i: the Psy Clash cards Library and Steam Engine now have 5 Health instead of 4, and Bakery now has 6 Health instead of 4, giving them a greater chance of producing longer-term effects.[/p]
[p][/p][h3]We have numerous bug fixes (including to a few annoying AI glitches)![/h3]
  • [p]AI fix: when moving an AI-controlled character into a trap or other pressure trigger space, the game was incorrectly marking the unit's steps remaining based on the intended move rather than the actual number of spaces moved, leading to characters failing to move off of the space afterwards (most noticeable with ongoing-damage spaces such as fire tiles).[/p]
  • [p]AI fix: for certain kinds of moves, the AI was not passing through the list of spaces containing neutral traps, leading it to sometimes disregard the presence of non-player-created traps and fire tiles when plotting movement around the battlefield.[/p]
  • [p]AI fix: if the game queued up a move that involved moving and then self-buffing, upon completing the move, the AI was not clearing other potential moves for that unit which were intended to come from different spaces, which on rare occasions could in turn lead the AI to have that character use a skill from a space it shouldn't have been able to reach its target from.[/p]
  • [p]fixed: the game was not automatically clearing its list of moving units when initiating a new attack, which on rare occasions could cause the game to softlock if the wrong sequence of moves occurred too quickly.[/p]
  • [p]fixed: the blacksmith was overwriting the "value" attribute of weapons with their cost to repair or rename.[/p]
  • [p]fixed: the AI was valuing the Enthralled status effect positively for targets who were Stunned (and thus, could not act after becoming Enthralled).[/p]
  • [p]fixed: the AI was valuing the Move Bonus status effect positively for targets whose turn had already ended (e.g. using Adrenaline on characters whose turn had ended and could therefore no longer move).[/p]
  • [p]fixed: the AI was valuing the Move Bonus status effect positively for targets suffering from Stunned or Frozen status (similar issue).[/p]
  • [p]fixed: part of the check to ensure thief attacks wouldn't occur when too many characters were wounded had a formatting error, preventing it from working as well as intended.[/p]
  • [p]fixed: the number of tents to keep on the battlefield was being calculated incorrectly in the thief attack battles.[/p]
  • [p]fixed: upon returning to camp late, the "late camp" message would not appear until the player clicked once.[/p]
  • [p]fixed: cosmetic bridges beneath the current terrain tile could render adjacent spaces untargetable with melee attacks for non-flying characters if the elevation difference between the bridge and the adjacent spaces was too large.[/p]
  • [p]fixed: with the addition of new, more granular custom character recruitment chance parameters to the ShowRecruits script action, the parameters for golem recruitment during the mechanic random event were no longer matching up, causing the game to display a recommended minimum recruitment of 100.[/p]
  • [p]fixed: during the battle in the dissident's den, it was possible to draw axefighters out of the barracks, engage in combat with them, and only later get dialogue of alarm from other axefighters upon stepping inside the barracks even though everyone had already been aggro'd.[/p]
  • [p]fixed: on Relaxed difficulty, a random piece of rug would removed in the witness protection battle.[/p]
  • [p]fixed: characters would treat unbreakable weapons as close to breaking for purposes of deciding whether to say that they want a backup weapon in the shop.[/p]
  • [p]fixed: starting a new run on New Game Plus did not clear the old run's day logs on the calendar screen.[/p]
  • [p]fixed: hitting the Escape key during recruitment could cause the cutscene frame to advance instead of simply behaving like a click on the 'Exit' button.[/p]
  • [p]fixed: due to a formatting mistake in the scripting for the Marriage Proposal event, the game was failing to weed out potential proposers who were already engaged to be married.[/p]
  • [p]fixed: the game was not retrieving the momdad NPC attribute, causing character dialogue about how an adoptive parent was their real mom or real dad to appear with gaps.[/p]
  • [p]fixed: most spriggats were being generated without Recognition Response lines.[/p]
  • [p]fixed: athlete characters from a small town would be generated without a life skill background line.[/p]
  • [p]fixed: one of the Cheerful recognition lines mistakenly required the Awkward personality instead.[/p]
  • [p]fixed: the Natural Leader recognition lines had duplicative line IDs, preventing the game from loading them.[/p]
  • [p]fixed: the Suave approach lines had duplicative line IDs, preventing the game from loading them.[/p]
  • [p]fixed: there were a couple of gaps in the family background lines for people raised by their aunt and uncle.[/p]
  • [p]fixed: there were a couple of gaps in the family background lines for people raised by their grandparents.[/p]
  • [p]fixed: pronouns referring to character NPCs were getting inappropriately de-capitalized at the start of a sentence even if they appeared at the start of a sentence.[/p]
  • [p]fixed in version 1.0.50a: some of the new logic checking for manual save prompts was overwriting the "next scene" attribute in cut scenes, leading most daytime activities to bring the player immediately back to camp even if time points remained.[/p]
  • [p]fixed in version 1.0.50a: after saving the game in the calendar screen, if the player managed to immediately return to the title screen without changing scenes, their save file would be advanced by an additional day when they loaded it.[/p]
  • [p]AI fix in version 1.0.50b: characters with an AreaPreference tag would often disregard good moves within their preferred area in favor of just listlessly moving around the preferred area whenever their AreaPreference modifier was set high enough.[/p]
  • [p]fixed in version 1.0.50b: if the game chose a certain event in Camp, rejected it for lack of necessary preconditions, and then chose the Sick event in its place, the sick character could fail to show up and the game would throw a null error upon trying to add the "sick" mood to the resulting blank unit.[/p]
  • [p]fixed in version 1.0.50b: fixed a scripting issue that was causing the game to throw fatal errors upon re-recruiting the subject of the revenge quest battle.[/p]
  • [p]fixed in version 1.0.50b: unique named enemies with the Loyal and Natural Leader personality traits could get generated with combat barks referencing the player's team instead of their own.[/p]
  • [p]fixed in version 1.0.50b: under some circumstances, the bug fix concerning inaccurate step count totals when an AI-controlled character wandered onto a pressure trigger could itself produce a null error.[/p]
  • [p]fixed in version 1.0.50b: the game had started saving displayed scene names incorrectly in save files.[/p]
  • [p]fixed in version 1.0.50b: the chosen character for the revenge quest fight wasn't scripted to be quite single-minded enough.[/p]
  • [p]fixed in version 1.0.50b: the game had started using the wrong mask for mouths on certain NPC portraits, giving them a "stained with berry juice" appearance.[/p]
  • [p]fixed in version 1.0.50b: under certain conditions, the AI could have a character use an item twice in a single turn.[/p]
  • [p]fixed in version 1.0.50b: the game was not swapping out script IDs for character names in the animated objectives screen at the start of battle.[/p]
  • [p]fixed in version 1.0.50b: the WinBattle script action was not working as intended when the player's army was not army 0.[/p]
  • [p]fixed in version 1.0.50c: the Restart Battle function had stopped working due to a change in the way that game data is loaded when starting a battle in manual save mode.[/p]
  • [p]fixed in version 1.0.50d: the game's procedures for saving BattleStart save file (the files used to restart battles) so as to enable restarting of battles needed an overhaul to account for the new manual save file logic.[/p]
  • [p]fixed in version 1.0.50d: the game was overwriting the displayed scene name of the last-used save slot upon entering a proc gen battle in manual save mode even if the game was not manually saved over that slot.[/p]
  • [p]fixed in version 1.0.50d: under certain circumstances, the game could throw a null error when making a newly recruited character have a pre-existing relationship with another newly recruited character.[/p]
  • [p]fixed in version 1.0.50e: the same voice-over dialogue could get triggered multiple times within a fraction of a second at the start of a cutscene.[/p]
  • [p]fixed in 1.0.50f: the fix for overlapping dialogue from 1.0.50e had broken the game's capacity to create babble speech sounds.[/p]
  • [p]fixed in 1.0.50f: in the custom character creator, the describer subwindow could remain onscreen and cover up accessory or clothing options upon clicking to open those subwindows.[/p]
  • [p]fixed in 1.0.50f: the NextFrame reply type would result in skipping a frame instead of moving to the next one if ending the current dialogue left nothing else open in the current frame.[/p]
  • [p]fixed in 1.0.50g: changes to the game's save logic in version 1.0.50 meant that it was no longer saving an important flag when returning to the introduction cutscene for a new game plus.[/p]
  • [p]fixed in version 1.0.50i: the flag for a character having used a "can attack" skill was not being reset upon ending the turn in battle.[/p]
[p][/p][h3]And last but not least, we have fixes and improvements for creators![/h3]
  • [p]you can now mod new classes into the main campaign! The game will now check the Mods/_Common folder for XML files containing "Classes" in their filenames at run time, then load those alongside the game's existing classes. (Note: playing with modded classes will disable achievements for that playthrough going forward.)[/p]
  • [p]a complete, moddable version of the main campaign is now available for download in-game from Steam Workshop! Browse it to see how things work, create a variant that suits your tastes, or simply extend what's already there with new battles, missions, or events.[/p]
  • [p]the use of static custom portraits in custom campaigns is now supported! ("Static" meaning that they won't support dynamic changing of expressions or clothing. Static portraits behave like portraits in most other games: each is a single, baked layer. To change expression or clothing in a static portrait, you will have to load an entirely new image with those variations baked in. On the other hand, this makes it much easier to draw new portraits in a different visual style.)[/p]
  • [p]when creating a new custom campaign, the game now creates a Portraits subfolder and saves a copy of instructions for creating and using custom static portraits there in CustomAssetInfo.xml.[/p]
  • [p]the create character interface in the campaign creation suite now has a Custom Portraits window that pulls in all graphics found in subfolders of the campaign's Portraits folder and lets you select one to use as a character's portrait.[/p]
  • [p]dialogue triggers that take a character name as a parameter will now accept the new special character GROUP\[X] in place of a character name. If you use this, any character in AggroGroup X (where "X" is the number of the AggroGroup) can trigger the dialogue.[/p]
  • [p]replaced all remaining instances of int.Parse() in script action methods with int.TryParse(), ensuring that the game doesn't lock up if you incorrectly format an integer script action parameter.[/p]
  • [p]new text sprite: Items (a small version of the item sack icon).[/p]
  • [p]fixed: the map editor was defaulting army AI profiles to "Default", which is not an actual AI profile. (In the map editor, army AI profiles now default to Balanced.)[/p]
  • [p]added in version 1.0.50b: new special characters -ARMYNAME- and -CHAR2ARMYNAME-. These get dynamically replaced with the triggering character's army name and the secondary character's army name, respectively.[/p]
  • [p]added in version 1.0.50c: the new armory background is now in the assets list for use in custom campaigns.[/p]
  • [p]added in version 1.0.50d: Create Fire Wall and Create Ice Wall are now part of the default skills available in new custom campaigns.[/p]
  • [p]added in version 1.0.50d: Pyrostructors and Cryostructors are now part of the default class promotion options available in new custom campaigns.[/p]
  • [p]added in version 1.0.50d: updated the items available by default in new custom campaigns to include all of the non-proc gen items available in the main campaign.[/p]
  • [p]fixed in version 1.0.50d: in the character creator, the page picker buttons in the portrait clothing subwindow were not functioning correctly.[/p]
  • [p]fixed in version 1.0.50d: in the character creator, opening the portrait accessories window a second time after closing it would cause the hat, mask, and glasses accessories to stop showing up.[/p]
  • [p]fixed in version 1.0.50d: for some reason, Unity reset the Z scale of almost every skill button and many of the item buttons in the character creator to 0, rendering most of their tooltips unreadable.[/p]
  • [p]added in version 1.0.50e: custom campaigns are now created with a Dialogue subfolder for custom voice-overs.[/p]
  • [p]added in version 1.0.50e: custom music, sounds, loop, and dialogue voice-overs can now be referenced within the PlayMusic, PlaySound, PlayLoop, and PlayDialogue script actions by prepending the string Custom: to the start of the Sound Name parameter. Updated Guide documentation for each script action to discuss this.[/p]
  • [p]added in version 1.0.50e: in the cutscene editor's edit narration window, added instructions for attaching a custom voice-over to the narration.[/p]
  • [p]added in version 1.0.50e: in the cutscene editor, clarified the labels for narration and dialogue buttons to make it clearer that they are for choosing the narration and dialogue for the current frame.[/p]
  • [p]added in 1.0.50f: the scene settings window in the cutscene editor now has a check box you can click to make it so a scene will prompt the player to save in manual save mode if they haven't saved recently.[/p]
  • [p]added in 1.0.50f: you can now set personality, physical traits, and life background in the character creator within the campaign creation suite. (These are optional, but any that you set will feed into the suggested dialogue you roll up in subsequent steps and will enable the character to interact with the game's emergent systems more believably.)[/p]
  • [p]added in 1.0.50f: when making a unique character in the character creator within the campaign creation suite, the game now automatically fills in missing details and camp dialogue necessary for the character to engage in the social sim side of the game.[/p]
  • [p]added in version 1.0.50j: the game now supports the old Ally Pass-Through condition from the original Telepath Tactics! One parameter: true or false. If set to true, characters in the same army can freely pass through one another while moving. This is a global setting that carries forward into future scenes until changed. (This can now also be set dynamically via a script action of the same name, with the same parameter.)[/p]
  • [p]fixed in 1.0.50f: the new save game logic was causing some unintended side effects when testing custom campaigns in the campaign creation suite.[/p]
  • [p]fixed in 1.0.50f: part of the game's method of downloading custom campaign thumbnails had been deprecated, leading to inconsistent performance.[/p]
  • [p]fixed in version 1.0.50h: if a character was spawned directly onto the battlefield from the player's roster (i.e. not via the deployment interface) and that character already existed on the battlefield from some other source (e.g. they were placed on the map directly by load ID), instead of skipping that character in the roster, the game would clone the character, creating a copy that would persist in the game's data going forward.[/p]
[p]And that sums up all the changes![/p][p][/p][h3]SRPG Mini-Campaign Contest![/h3][p]Back in May, Fire Emblem Youtuber ActualLizard put together a contest where players had one month to create a one-chapter SRPG campaign. I thought this was such a cool idea that I've decided to throw a custom campaign contest of my own! 🎊 [/p][p]The idea is simple: [/p]
  • [p]create a short custom campaign in Together in Battle (or the free demo);[/p]
  • [p]submit it to me by October 16th, 2025;[/p]
  • [p]all entries will be livestreamed, and the best of the bunch will win prizes! 🏆[/p]
[p]Detailed rules will be coming soon--but for now, if you've been considering learning the Together in Battle's campaign creation suite, now would be an excellent time to start. (Community member Tacitus even made this excellent guide to help you get started!)[/p][p]More to come soon... 😉[/p][p][/p][p][/p][p]Tactically yours,[/p][p]Craig[/p]