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Player Campaign Showcase #2!

Salutations, strategists! We now continue our series highlighting brilliant custom campaigns created by members of the Telepath Tactics Liberated community.

In this month's showcase, we're looking at Fate of Wayward from Tacitus. Fate of the Wayward is a short campaign with some very creative scripting, branching missions based on what you achieve in battle, and solid character writing to boot! Here is roughly 50 minutes of the campaign with my commentary:

[previewyoutube][/previewyoutube]

Next month, I'll select another wonderful campaign to showcase! Interested in making a campaign yourself? Check out the new Campaign Creation Help subforum for tips and guidance on how to get started!


--Craig

Patch version 1.0.29

Howdy, tactics fans! I've got the next player campaign showcase recorded; I'll be uploading it in the new few days. In the meantime, though, here's version 1.0.29!

For this patch, we've got some more bug fixes (including fixes to a couple of AI issues), plus some fixes that should help to promote greater roster flexibility in custom campaigns:

-- fixed: you could undo after using an item.

-- fixed: characters couldn't grab aura out of item sacks if their inventories were full.

-- fixed: the game would preserve save slot 100 as the last-used save slot when testing campaigns in the editor.

-- fixed: the AI was applying a score bonus for backstabbing and avoiding a counterattack to otherwise-useless moves (like shoving a target onto an ordinary space without any elevation change), sometimes leading the AI to choose these moves.

-- fixed: if a character burned/drowned to death at the start of the AI's turn and the first character chosen to move was a healer, the AI would sometimes proceed with a move to heal the just-perished character, resulting in them shielding an empty space.

-- fixed: the game was sometimes detecting infinite loops when in fact the scripts had all simply finished running normally.

-- the game now recognizes character portraits belonging to the current speaker when using a script ID reference for the speaker name in dialogue.

-- fixed: recruiting a character via script ID or name rather than load ID during a cut scene was not working.

-- hotfix in 1.0.29a: in some rare situations, the AI could get into an endless loop and never end its turn.

-- hotfix in 1.0.29a: dialogue set to end immediately that triggered a Wait script action would inappropriately display the dialogue menu while the Wait action was pending. (This occurred most noticeably during the Coria Dogs Basement battle.)

Patch version 1.0.28

Work continues on the new, secret content update; and next week, we'll be doing our second player campaign showcase! But in the meantime, here are some more fixes and improvements:

-- the game now applies wear and breakage to equipped items that directly grant non-attack skills. This means the game now supports limited-use items that grant non-attack skills (e.g. a kit that lets a character place traps a limited number of times, a horn that lets them summon a generic swordsman to their aid five times before breaking, etc.)

-- fixed: it was possible to undo after using a skill if the skill user missed their target.

-- fixed: the level-up screen displayed skills granted to a character by their equipment.

-- fixed: if a character knows a skill and equips an item which grants that skill, the character screen will no longer display two instances of that skill.

-- fixed: if a character already knows a skill naturally, learning it upon level-up will no longer give them a duplicate of that skill.

-- fixed a fatal error that could occur when the game attempted to adjust stats based on personality traits during the procedural character generation process.

-- fixed: the AI would dramatically undervalue moves in which healers healed themselves.

-- added a new parameter to the AddToList script action allowing entries to be added at specific list positions.

Patch version 1.0.27

I'm working on a new content update for the game, but it's a bit technically complex so we're still a few weeks out from its release. In the meantime, though, here are some more bug fixes and improvements!

-- boosted the base experience given by attacking an enemy without killing from 10 to 12. This lowers the base number of non-lethal attacks to level up a character from 10 to 8.33 (not accounting for level differences, skill cost experience bonuses, and staling.)

-- fixed: skill cost was being double-counted when calculating experience gain, resulting in psy users gaining experience much faster than they should have relative to non-psy users.

-- fixed: the player wouldn't lose if their Camp was destroyed in battle.

-- fixed: due to a missing check, destructible objects with passability of flying were sinking into the ground when subjected to knockback.

-- fixed: BonusDmg tags on weapons (e.g. with Poisoned or Burning weapons) could duplicate during scene changes.

-- fixed some errors and inconsistencies in bonus damage calculation and previewing.

-- bonus damage is now broken out and displayed in skill tooltips.

-- fixed in 1.0.27a: recent changes caused bridges to sometimes spawn above barricades or other objects intended to sit on top of the bridge.

Patch version 1.0.26

Just some small fixes and improvements this week:

-- the game now automatically adds move spaces back onto the screen after using a skill that a character can move after using without you having to click that character.

-- when damaging multiple units on the same space using an explosive attack, the game now properly times all the pop-up text so there isn't any overlap.

-- turned down the brightness of the white palette in character portraits to account for increased bloom settings in post-processing.

-- an improvement for the campaign creation suite: you can now reference characters by name in cut scenes even if they've never been loaded in a battle or added to a roster before!

-- added parabola animations out to 6 spaces.

-- fixed: suffering lethal damage from a trap would not immediately kill the afflicted unit unless there was an OnDeath skill triggered.

-- fixed: in some circumstances, move spaces could remain onscreen after a character died.

-- fixed: the step value of a move space would sometimes be displayed even when the mouse was not over any move spaces.

-- fixed: for multi-space knockback skills, the game would not recognize fall damage occurring before the final space of knockback.

-- fixed: non-flying characters on top of fly-only objects who moved normally onto an ordinary space would not have their elevation reset back to normal.

-- fixed: on the difficulty selection screen, selecting Observer, backing out, and then selecting a different difficulty would cause the actually chosen difficulty to retain Observer's experience scaling and access to Plot Armor.

-- fixed: loading a mid-battle save made before version 1.0.25 resulted in all item sacks currently on the battlefield being impassable to characters, preventing them from being grabbed.

Version 1.0.26a hotfixes:

-- fixed: the lines adding Emma and Sabrina to the player's roster at the start of the game had been removed for some reason. They are now added after the Adelbrae battle.

-- fixed: the MoveUnitBy action could lock up the game if the named unit wasn't found.

-- fixed: the console could throw unassigned value errors if used in a cut scene.