We're now sitting a month and a half after release. Telepath Tactics Liberated has had a lot of changes since our last big update, currently sitting on 23 patches full of features, improvements, and bug fixes.
In today's update, version 1.0.23, we've got one big new feature to announce: online multiplayer! As of today, Telepath Tactics Liberated now lets you play downloadable multiplayer campaigns like
Multiplayer and
The PVP of Emma Strider with your Steam friends over the internet using Steam's
Remote Play Together. Just open the game, hit Shift+Tab, and
invite them to play with you.
That's not all, though. Starting a couple of updates back, I began implementing changes to improve the game's graphics in battle. You may have noticed that the game's terrain suddenly looks a lot more consistent with the character sprites and vegetation, that character drop shadows are a whole lot more noticeable, and that the game's colors just feel more vivid. It isn't your imagination!
Here's the old look:

And here's the new, improved look:

The past three weeks have seen numerous AI improvements, the addition of graphics quality settings, code optimization, and loads of little quality-of-life features added to the campaign creation suite. That's all been covered in previous update posts, though. What's new in version 1.0.23 other than online multiplayer?
-- the Stunned status effect now drops a unit's drowning resistance by 100, effectively doubling drowning damage for most characters.
-- skills which depend upon a weapon but do no damage (such as Feint) no longer degrade the weapon when used.
-- tamped down the strength of the back cover modifier in the AI somewhat.
-- the back cover modifier is no longer applied for moves where the user can continue moving after using their skill.
-- incorporated back cover considerations into the AI's retreat routine.
-- updated the auto-loot wording on the victory screen to help distinguish it from sacks grabbed manually.
-- within the creation suite's dialogue editor, you can now browse and edit an unlimited number of actions per branch in the Edit Branch window. (Previously, users were limited to only 6 actions per branch.)
-- new script action: SaveChar. This tells the game to mark a particular character for saving even if that character is not recruited to the player's army. This allows you to have the game remember the condition of allied or enemy units between maps, and lets you create persistent proc gen characters who don't join the player's roster.
-- fixed: using the mouse wheel to zoom in or out in the dialogue editor while within the map editor would also zoom the camera within the map editor.
-- fixed: the materials and quality parameters for generated equipment in the GenerateUnit and GenerateUnique script actions weren't being passed through to the character generator, resulting in all generated equipment for proc gen units being of uniformly poor quality.
-- fixed an issue that was causing the skills learned at each level to be learned in reverse order.
-- fixed a range error in the code caused by using a knockback skill on a unit subject to a Hold.
-- fixed a null error when player-controlled characters tried to move out of a Hold space created by a character of another army.
-- altered graphics for the Wildflower and WildflowerAlt objects to make them look better with the new, deeper drop shadows.
-- fixed: chests and other destructible objects shoved or pulled into water/lava would disappear below the waterline, then reappear inside the ground if pulled back out.
-- fixed: chests and other destructible objects shoved or pulled into water/lava were not spraying water or lava particles, as the game was detecting those objects already present on the space and incorrectly assuming that they were landing on top of themselves.
-- fixed: the game was double-playing the "thud" sound upon units swimming onto land/being pulled out of water.
-- fixed: in some instances, it was possible for character portraits in the reserve supplies screen to remain shaded based on their desire for an item even after the item was no longer moused over.
That about covers it for this update. As always, thanks for playing! If you're enjoying the game, please don't forget to leave a review and help spread the word! I'm just one guy with a day job and a $0 marketing budget, after all--your help means a lot. :)
Yours in tactics,
Craig