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Telepath Tactics Liberated News

Patch version 1.0.14

New in this version:

-- there is now an option to turn on VSync in the game settings. Doing so will reduce the framerate noticeably, but will also resolve screen tearing. (If possible, setting the screen resolution to something with a refresh rate of 60 Hz should also fix any screen tearing without framerate drops.)

-- fixed: the reinforcements code in Battle with Tarion was using outdated coordinates, resulting in 3 of 4 tunnels not behaving as intended.

-- reserve supplies collected while playing with alternate character rosters (e.g. in the bandit fortress or during Moonless Hunt) now transfer over to your main reserve supplies when you reunite the characters in those rosters with your main roster.

-- new script action: TransferReserveSupplies. This lets you transfer one roster's reserve supplies over to a different roster.

-- fixed: Enthralled status could be applied to members of the player's own army (or to enemies who were already Enthralled) to effectively grant them a bonus turn.

-- fixed: Heavy status could be applied to destructible objects to change their passability to characters.

-- fixed: calling the WinBattle action would not trigger dialogue with an OnVictory trigger.

-- fixed: the dialogue editor was not showing dialogue not possessing a Conv ID. (Now, the editor displays such dialogue with its trigger and trigger parameters where the Conv ID would ordinarily be.)

-- failing to specify a facing direction when using SpawnUnit or GenerateUnit could produce a fatal range error; now, the game simply defaults to spawning the character facing downwards.

Patch version 1.0.13

No fooling: it's another update! New in this one:

-- the character creator now loads all available classes dynamically--including promoted and custom classes!

-- the character creator now handles promoted classes correctly, leveling stats and gaining abilities as though the character had reached the minimum required level for the promoted class.

-- the character creator now displays a preview of the default rest sprite for each class while mousing over it.

-- apparently it is possible to defeat Fera in the bandit fortress entrance; I've added an achievement for that, plus some dialogue acknowledging the feat (while also preventing Fera from actually dropping her inventory there, as she'll still be showing up in the next scene).

-- the layout for Coria Dogs - Basement now scales in difficulty above Soldier level.

-- the layout for Battle with Tarion now scales in difficulty with the chosen difficulty level.

-- you can now select battle layout difficulty as part of custom difficulty options.

-- fixed: walls were inappropriately spawning inside the treasure rooms in Battle with Tarion.

-- fixed: if a terrain tile modified resistances for an element and a destructible object on the same space also modified resistances for that element (e.g. Heat resistance with an ice bridge over water), the game would recursively add those resistance modifiers together without end.

-- fixed: the Disarmed status effect didn't do anything. It now causes the target's equipped weapon (if any) to become unequipped.

-- added Disarmed status to in-game documentation.

-- updated full class descriptions for the prestige assassin classes as well as the short description for the Drake.

-- fixed: for destructible objects and classes without a description, the character screen would display the description of whatever the last class with a valid description was instead of leaving the description blank.

Patch version 1.0.12

New in this patch:

-- fixed the annoying tooltip "wiggle" when mousing over a throbbing new skill button on the level-up screen.

-- battle text overlay messages no longer remain visible onscreen during the appearance of the level-up screen, promotion screen, victory/defeat box, when opening the battle menu, while typing in the console, or when restarting a battle.

-- fixed: all-purpose RangeBonus tags (as used on Binoculars and Lyrio) had ceased to function correctly.

-- fixed: buttons for new skills were not being displayed in the Promotion screen.

-- cleaned up the promotion screen interface a bit in general.

-- fixed: using Escape to close the console in battle would simultaneously register as a cancel press for whatever else was open (and if nothing else was open, would open the battle menu).

-- balance tweaks: made Gavrielle and Zimmer somewhat more likely to gain Strength with each level; increased Madeleine's base Heath slightly and base Energy substantially.

-- fixed: the game was not explicitly setting a custom integer value representing the state of the player's conversation with Fera to 0 at the start of the game. This meant that playing a save file where you had spoken to her and then loading a save file where you had not could result in the game inappropriately using the conversation value from the first save.

-- fixed: status effects for custom skills were not being saved within the skill editor.

-- added a "Not connected to Steam" warning when attempting to upload from the campaign editor and a Steam connection isn't successfully established.

-- fixed: alone among all psy users in Multiplayer, the cryokineticist had a Mind Blast counterattack.

Patch version 1.0.11

More bug fixes:

-- fixed: item data for The Vengeance of Emma Strider campaign had somehow been replaced with a version that did not have Fangiss Ka or Lyrio, making Moonless Hunt much harder than intended and producing errors when trying to loot the royal chest in Crypt Diving.

-- due to a subtle formatting mismatch, the game had ceased to correctly detect the current resolution when opening the settings screen with patch 1.0.10. This is now fixed.

-- fixed: returning to the title screen after promoting a character could result in the promotion music ("Awakening Power") playing on top of the title theme.

-- move tiles no longer appear on spaces covered by fog of war.

-- fixed: the DamageCharAt action was damaging non-character units as well, causing the drawbridge in the bandit fortress outer wall battle to sometimes destroy itself upon spawning.

-- fixed: the game was inappropriately applying ModSkill-type tags intended for specific skills to all skills in certain contexts, resulting in certain promoted classes getting bonuses intended for one skill applied to every other skill in their arsenal.

-- fixed: the game was incorrectly parsing multiplayer battle maps as cut scenes.

-- fixed: the game was inappropriately displaying a defeat message for victory over another human player in multiplayer maps.

-- fixed: the game was inappropriately reloading the battle upon victory in multiplayer rather than moving to the next scene.

Patch version 1.0.10

Mostly just bug fixes in this one:

-- fixed: when a character leveled up during an enemy turn, the game would only pause the AI upon popping up the level-up screen. This meant that the AI would sometimes manage to initiate an attack during the window where the experience-bar-filling animation was still playing, before the level-up screen appeared, leading to a freeze.

-- fixed: one could select a new character even with the character screen or level-up screen open using the space bar.

-- fixed: one could click or hit Escape before the level-up screen finished spawning during a level-up sequence to interrupt the level-up process.

-- added in several additional failure states when downloading custom campaigns to avoid the game breaking when Steam doesn't cooperate with querying or downloading workshop items. (Among other things, the game now warns you if you're not connected to Steam instead of failing silently.)

-- increased the maximum time the game will spend trying to download a campaign from 30 seconds to 60 seconds.

-- fixed: the page picker remained visible while downloading a custom campaign.

-- fixed: certain weapons were being created with a "max uses" value of 0, causing their sale value to remain unaffected even as their uses left were worn down toward zero.

-- unit move speed setting 3 now behaves like the highest move speed setting from the original Telepath Tactics: characters jump from space to space on each frame of movement instead of overshooting the mark and juddering back to each space in their path.

-- fixed: unit move speed settings were affecting the speed at which movement and knockback effects from unit skills played, messing up the animation timings.

-- fixed: the game was clearing away move tiles after moving a character on unit move speed setting 4, resulting in the player needing to click the character again to move further.

-- fixed: click-to-move-and-use in exploration mode was broken when on unit move speed setting 4. The game checked for an auto-use target shortly after commencing movement, then proceeded to auto-use if there was such a target after finishing moving. However, because unit speed setting 4 is instantaneous, this would cause the game to finish movement before the game could actually set the auto-use target, resulting in auto-use never occurring.

-- the game now auto-fixes erroneous battle start save data.

-- fixed: loading a cut scene, exiting, and then quick-loading another within the campaign editor would result in the cut scene editor loading the first cut scene in the preview pane instead of the second.

-- fixed: the internal Load Scene function within the cut scene editor had become broken.

-- you can now add a background of None (pure blackness) to a cut scene.

-- a CustomAssetInfo.xml file with instructions for creating the campaign thumbnail is now placed in the campaign's main folder when the game creates a new campaign.

-- fixed: opening up the game settings and changing only the display resolution would result in the game failing to recognize that changes had been made to the settings and that the new settings should be saved.

-- made the refresh rate visible in resolution display options.

-- altered strength values for proc gen knives to better match the default values in The Vengeance of Emma Strider.

-- altered Louise's dialogue in camp to reflect Madeleine's death if she falls.