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Player Campaign Showcase #3!

Tally-ho, tacticians! Today marks the third in our series of videos highlighting excellent custom campaigns from members of the Telepath Tactics Liberated community.

This time around, we look at Shimmersea: Chapter 1 from Banjax. Shimmersea is perhaps the most traditional SRPG campaign we've looked at so far: there's royals fleeing the fall of their kingdom, a loyal cavalier looking after them, shadowy conspirators behind it all...if you've been hankering for a traditional Fire Emblem-style story, this should be right up your alley! But of course, we've also got a good slathering of TTL elements like telekinetic powers, special skills, backstabbing, and environmental hazards on hand to spice it all up. 😉

Here is roughly 50 minutes of the campaign with my commentary:

[previewyoutube][/previewyoutube]

Patch version 1.0.33

Hot on the heels of version 1.0.32, it's...another patch! I received reports of rather significant bugs after the last patch dropped, so I decided to tackle them quickly and get fixes out the door (along with a new feature or two).

New in this version:

-- spaced out the introduction of enemy mentalists in Coria Bridge Battle a bit more to account for how much more dangerous they are in TTL.

-- the engine now supports forcing proc gen characters of a certain class to learn certain skills within a specified level range.

-- proc gen assassins now always learn Leap somewhere between levels 2 and 6. (Leap is just too important to the Assassin class to make them go without beyond this level range.)

-- fixed: in some rare situations, AI analysis of self-move attacks could cause the game to throw a null error.

-- fixed: in some instances, the new AI algorithm for assessing self-move skills would incorrectly identify movement paths as blocked.

-- fixed: the cut scene editor was failing to save custom menus created in the editor.

-- fixed: unequipping equipment that grants Speed (such as Runner's Cleats) did not decrement the character's max movement. This allowed the player to unequip and re-equip the item over and over again to increase maximum movement without limit.

-- fixed: when multiple instances of the status effect Alert were applied to the same target, their stat buffs were cumulative, but the game would only remove one of those buffs upon the status effect's conclusion, effectively rendering the others permanent.

-- fixed: it was possible for custom skills used on oneself to elicit a "Backstabbed!" pop-up if the skill's backstab multiplier was set to greater than 1.

-- fixed: it was possible for custom Shield skills with a positive power value to elicit a "Backstabbed!" pop-up on the target if the skill's backstab multiplier was set to greater than 1.

-- added a black background to the title screen art to account for players who somehow manage to force the game to run in unsupported, non-widescreen aspect ratios.


With this, the game is in good shape bugs-wise--enough so that I feel comfortable switching back out of bug-fixing mode and powering out the Big Content Update I've been working on. Keep an eye peeled! And don't forget: this weekend, the next player campaign showcase drops. I hope you're excited for it!


--Craig

Patch version 1.0.32

Hey there, tactics fans! I've got another slew of bug fixes for you while I chip away at more technically challenging stuff:

-- adjusted the placement of portraits within deployment tiles slightly.

-- fixed: clicking a deployment tile multiple times with a shadowling or golem portrait inside would cause the portrait to continually shift to the left.

-- fixed: the AI did not recognize bridge tiles as dry land for purposes of plotting routes to escape water or lava with drowning characters.

-- fixed: turns out, the game was still preserving save slot 100 as the last-used save slot when testing campaigns in the editor. I really did stop that behavior this time!

-- fixed: the AI's self-move obstacle detection algorithm wasn't accounting for skills that move the attacker along with the target (e.g. Stick-and-Drag).

-- fixed: if the AI accidentally chose an invalid self-move skill, the game would throw a range error and freeze.

-- if the AI accidentally chooses an invalid self-move skill, the game now immediately discards the move and proceeds with the next-best move in the hopper.

-- fixed: the game was improperly saving and loading the "removes status effects" property of consumable items, leading to certain consumables losing their ability to remove status effects. (Note: in the quite-unlikely event that you have any saved games from pre-1.0.32 involving items that alter the properties of equipment, this will break those. Sorry about that.)

And finally, a few QOL improvements for folks making their own campaigns:

-- patched up some holes in the in-game documentation for status effects; added instructions to the Guide for changing status effect chance, power, and/or duration from their default values.

-- added in an Example Object into PremadeUnits.xml in newly created custom campaigns.

That's it for today. I hope you're excited for this month's player campaign showcase--I certainly know that I am!


--Craig

Patch version 1.0.31

Decided to push another small update with some fixes I've been wanting to implement, plus a cool new feature for folks working on campaigns to play with! Here are the changes:

-- fixed the pending-Wait-action dialogue menu bug again; this time, without causing huge issues elsewhere. (I think. Pretty sure this time.)

-- fixed the positioning of tooltips on item option buttons for the top row of items within the character inventory viewer window in the reserve supplies screen.

-- fixed: the documentation for the SpawnVisualEffects action had an error.

-- added documentation for the particle types supported for use with skills and the SpawnParticlesAt script action.

-- fixed: custom item graphics contained in custom campaigns weren't being loaded into the item editor.

-- fixed: custom skill graphics contained in custom campaigns weren't being loaded into the skill editor.

-- fixed: assets with the same name as an asset of a different type (e.g. Whet Stone, which is both the name of a sound effect and an item image) were being culled from available assets in the campaign editor.


And the cool new feature for custom campaigns: equipment can now be edited!

-- new script action supported: AlterEquipment. Allows editing of an item equipped to a character. Parameters: character name; equipment slot name; attribute name (Value, Uses Left, or a stat name); and an operation. This means you can now run a script to repair weapons, forge existing weapons and armor to become stronger, and so on.

-- items can now have an altersEquipment attribute that effectively calls AlterEquipment when the item is used. This allows for creating consumables that permanently affect the properties of other equipment.

-- the item editor now successully saves and loads the altersEquipment attribute, and has input fields to add or change the altersEquipment attribute on items.

Patch version 1.0.30

Hey folks! I've rolled out another patch sooner than expected due to an issue with 1.0.29a. The changes:

-- added a tutorial to Out of Food Battle explicitly directing the player to inspect the resistances of fruit trees in order to know what skills are best used against them.

-- added some camera movements to the conversation between Ebon Raban and his engineer in Coria Bridge Battle.

-- added Steel to the list of weapon materials used for creating proc gen weapons once the player reaches Coria.

-- created new item image: Satchel Charge.

-- temporarily rolled back the pending-Wait-action dialogue menu bug fix from 1.0.29a, as this was causing the dialogue menu to lock up when dialogue with an EndConvImmediately action triggered at the same time as a combat bark. (Needless to say, I'll have to figure out a different way to fix that first bug.)