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Telepath Tactics Liberated News

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.)

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.)