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Telepath Tactics Liberated News

Patch version 1.0.04

Short, but these were important ones:

-- fixed: Restart Battle would reflect the state of the battle based on whatever normal save file happened to be present in the save slot, not the state of the battle based on the battle start save file. If a mid-battle save was in that slot, it was getting loaded instead of the associated battle start save file.

-- fixed: choosing Restart Battle would not stop active sound loops for the battle, causing the battle's ambient sound loops to double up upon reloading the scene.

-- fixed: the Coria and Bandit Fortress Escaped scenes did not have a StopLoop action for the rain sound effects used in the preceding battles.

-- fixed: if a roster's reserve supplies had not already been created elsewhere, then the game would not create it for the first time when auto-looting items, resulting in those auto-looted items simply never appearing.

Patch version 1.0.03

Another slew of bug fixes and quality-of-life tweaks:

-- cut the panning speed for WASD/arrow keys dramatically.

-- further increased the speed of manual zoom-level adjustments via the mouse wheel or +/- keys.

-- added an AI handicap when starting a game on Soldier difficulty so the AI doesn't jump from "inept" straight to "merciless" with rising difficulty level.

-- updated the difficulty level descriptions to warn off players of grind-heavy SRPGs from jumping straight into Veteran.

-- the number of turns that have passed in battle is now displayed at the top of the battle menu.

-- fixed: the actions bar did not automatically return onscreen after closing the objectives window; you would have to select a character to make it reappear, and short of using the End Turn hotkey, simply couldn't get it back at all if all of your characters had ended their turns.

-- fixed: the Camp would disappear after being used twice in battle.

-- fixed: characters could not drop items into reserve supplies after using Camp in battle, as the game would end the character's turn upon using the Camp.

-- fixed: some of the characters in the entrance area of the bandit fortress would display the wrong dialogue if you convinced Fera that Gunther had left to round up more slaves.

-- fixed: upon turning off screen-edge panning and returning to battle from the battle menu, if the player then immediately tried to pan the camera using the WASD/arrow keys, the game would (for some reason) think that the player was actually trying to navigate the actions bar and would shift focus between actions bar buttons instead of panning.

-- fixed: the tooltips for the rightmost skills in the character screen could get cut off.

-- fixed a few display glitches for players running in 16:10 resolution.

Patch version 1.0.02

-- massively increased the speed of manual camera zoom-out and zoom-in.

-- toned down the amplitude on the woodKnock sound effect.

-- the camera now zooms in fully when the victory box appears, ensuring legibility.

-- fixed: the AI would freeze when trying to move with a unit that had started its turn on a Hold tile.

-- fixed: inappropriate use of an absolute value function in the AI was causing the game to incorrectly evaluate a move shoving the target onto higher ground the same as a move shoving the target off of an elevated space.

-- fixed: integers were not cast into floats at a certain point in the AI code, causing the game to fail to distinguish between higher-damage attacks and lower-damage attacks in certain circumstances.

-- fixed: if the character carrying Meridian died during Rescuing Meridian, the battle would continue even though the player could no longer win.

-- fixed: the game was pulling from Together in Battle default class values when generating characters in custom campaigns.

-- fixed: incorrect capitalization was causing the game not to award the Sleeping beauty achievement for beating Gunther.

-- fixed: the CastleWallWindowVertical object was rotated incorrectly.

Patch version 1.0.01

-- added a toggle-able Screen Edge Panning option to the game.

-- increased maximum zoom-out by 2.

-- dramatically decreased the amplitude of the "menu click" sound effect.

-- fixed: it was possible to accidentally switch on Iron Man mode for difficulties below Iron Man by selecting Iron man difficulty, returning to the main menu, then starting a new game.

-- fixed: the Surrender button was failing to set a bool that told the game the player lost, causing it to, in fact, serve as an "instant win" button that would immediately propel the player to the next scene.

-- implemented what will hopefully be a fix for users experiencing insane frame rates on the title screen.

-- fixed: the in-game documentation falsely listed Burning status as doing 25% of max health damage per turn instead of 20%.

-- fixed: the game was inappropriately overwriting colors specified via the color parameter in the AddPortrait action.

-- fixed: changing character speed in the Character Creator would not change the character's derived Max Steps stat.

Telepath Tactics Liberated is out!

Hey there, tactics fans! I am deeply excited to announce that Telepath Tactics Liberated is now finally available to purchase! After all these years spent getting the game ready for launch in a brand-new 3D engine, it feels incredible to finally have it out and available for you all to play. I really hope that you love it!

I'm not done, of course. I still have a few things I'd like to add over the coming weeks--finalizing gamepad support, creating a PVP mode for the main campaign, supporting browsing and downloading of new campaigns from in-game, and--if there's demand for it--perhaps even expanded local multiplayer. Is there something you'd especially like to see in the game? Let me know in the forums.

In the meantime, if you're enjoying the game, please make sure to give it a review! Those make a huge difference as far as game visibility. The more folks that see it, the more resources I'll have with which to keep making awesome stuff for you all going forward. 🙂

That's all I've got. For now, I leave you with the launch trailer:

[previewyoutube][/previewyoutube]


Yours in tactics,

Craig