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Telepath Tactics Liberated News

Patch version 1.0.09

Today's big feature: browsing and downloading of custom campaigns from Steam Workshop are now working in-game!

Aside from this:

-- uploaded "The Vengeance of Emma Strider," the game's primary campaign, to Steam Workshop for players to download and modify (or just study).

-- fixed: status effects tacked onto a skill via the ModSkillSFX tag could end up "stuck" on the skill, resulting in every other unit who used the skill also having a chance to impart that status effect. (E.g. if you used the Crossbow skill with someone carrying a Poisoned Crossbow, suddenly every other crossbowman would be able to poison with their own Crossbow attacks.)

-- fixed: items intended to remove status effects were not working correctly.

-- added negating status effects (like Thawed and Extinguished) to the Guide.

-- added a new negating status effect to the game: Neutralized (removes Poisoned).

-- fixed: the custom menu subeditor within the cut scene editor had ceased to function correctly.

-- changed Poisoned status so that it stacks only in terms of duration, not per-turn damage.

-- fixed: the High Roller achievement was being awarded for winning much lower bets than intended.

-- fixed: getting a character crushed by the drawbridge in the bandit fortress outer wall battle would result in the drawbridge not spawning due to the script being interrupted by a death monologue.

-- fixed: the drawbridge-spawning script was still using script actions from the original game that have since been deprecated, and thus would not despawn other objects that had been created or moved into the drawbridge's path.

-- split the DamageCharAt action off from DamageUnitAt, now used for situations where you want to only damage characters and not destructible objects on the battlefield.

-- the info bar no longer shows Together in Battle-specific information (food, food consumption, and salaries).

-- fixed vertical alignment on the female promoted swordsman Double Strike animation.

Patch version 1.0.08

Today we have a much-awaited update: custom difficulty is now supported in the main campaign! You can now customize weapon durability, death rules, AI level, experience scaling, shop prices, and more to tailor the game to your own preferences.

In addition, we have the following changes:

-- the game now supports cut scene menus with more than 6 options! (Page picker buttons will appear to let you navigate between pages of menu options.)

-- added an eighth level of AI handicap: actively avoids backstabbing targets.

-- improved the Guide explanation for AddPortrait.

-- fixed: a nonexistent entry (Psy Res.) was included in the TextSprite section of the Guide.

-- fixed: the deployment screen's formula for determining the number of pages of characters used a ceiling function when it should use a floor function, resulting in it inappropriately displaying the option to flip to a second page when the player's roster was exactly 18 characters (one full page) in size.

-- removed the preapplied Use triggers from the one-use switches in Rescuing Meridian, Coria Dogs - Ground Floor, and Clash at the Mines Entrance.

-- fixed: if an OnTurn dialogue with an EndConvImmediately action triggered, it would cause the game to initiate the turn twice, resulting in double application of damaging status effects like Burning and Poisoned. (If an enemy burned to death in this way, it could potentially cause the game to freeze by making Rebecca level up and then overriding that with further experience from the second application of Burning now telling the game that she isn't leveling up after all.)

The rate of patching is going to slow down going forward; I'll be aiming to update the game once every 1-2 weeks. Priorities going forward include in-game browsing and downloading of custom campaigns; finishing gamepad support, adding support for promoted and custom classes in the character creator, and adding support for custom portrait assets. Until next time!

Patch version 1.0.07

-- fixed: the in-game description of Hidden status was out of date and inaccurate.

-- Hidden status now automatically ends if the affected character hits another character with a non-zero-damage skill.

-- characters with the Clarity status effect can now see Hidden characters.

-- rebalanced Throw Knife: it is once again locked to 2 range, but now does not end the turn after use.

-- fixed: AI-driven characters emerging from fog of war (or disappearing into it) would not actually appear or disappear upon completing their move if character movement speed was set to 4.

-- fixed: in some circumstances, pop-up spawners would fail to remove themselves from the battlefield, thereby causing the game to effectively freeze at the end of a zoomed-in combat exchange while waiting for pop-ups to be removed.

-- fixed: if the player disabled army 0 in the map editor's army subeditor, then opened up the New Character screen in the map editor, the army picker would still default to army 0 anyway.

-- if you place characters on a map in the map editor, remove the armies those characters belong to, and save the map, the map editor will now automatically detect orphaned armies in the character data and reset those characters' armies to the first army number actually represented in the map settings.

-- fixed: sound loops from tested scenes would continue playing upon returning to the campaign editor.

-- fixed: the game would throw a fatal error if a SetStat call setting the Coords stat had misformatted coordinates. Now, it aborts and sends an error message to the log instead.

-- new script action: RemoveTrigger. Removes a trigger from an object at specific coordinates without removing the object itself.

-- fixed: automatic removal of Use Once triggers upon use of the attached object wasn't "sticking."

-- fixed: the AIHandicap action was not working as intended.

-- fixed: the Escape key was not canceling give actions in combat.

-- fixed: canceling a give action by clicking the unit to move them would leave the "Give to whom?" text overlay onscreen.

Patch version 1.0.06c

A small update mostly fixing issues with some recent QOL improvements:

-- fixed: multiples of the same item purchased at the shop were not being assigned different item IDs, leading to dictionary errors in the reserve supplies screen (and to other potential issues with items being mixed up by the game's internal logic down the road).

-- fixed: moving next to a door, switch, or talkable character with the move speed set to 4 resulted in the game not updating the actions bar to highlight the corresponding button.

-- recurve bows are no longer generated with a Recurve Bow mastery requirement.

-- added Cygnus the Prophet and Ravinale to the music tracks available in the campaign editor.

Patch version 1.0.06

-- setting movement speed to 4 now results in units *instantaneously appearing* at their movement destinations.

-- when mousing over equipment in the reserve supplies screen, unit portraits are now grayed out for characters who do not want (or cannot use) the item.



-- the game now saves the last save slot you loaded. When opening the Load Game screen, the game goes to that save slot's page by default. (Previously, the game would choose the file that had been saved most recently, not the one you'd loaded most recently.)

-- new script action: GoToNextBranch. The same as GoTo, but it doesn't require a parameter specifying the branch number and it only goes to whatever branch comes after the current branch in the dialogue tree.

-- fixed: restarting a battle more than once in a row would cause the game to load data from the wrong battle start save slot. This caused all kinds of problems, but most noticeably, tended to alter the player's available roster of characters. (Note that any existing save files will continue to suffer from this issue until you advance to a new battle or cut scene in version 1.0.06, at which point they should work correctly.)

-- fixed: the Immobilized effect of a hold could last beyond 1 turn if the AI became held during a move on its own turn.

-- fixed: the AI would not be notified when a character under its control was subjected to a hold midway through its move and would proceed with an attack at the end of the move as though the character had reached its intended destination.

-- fixed: layering issues in army modules in the map editor led to the delete button becoming unclickable and tooltips for the army color selectors inappropriately appearing behind other buttons.

-- fixed: the game would inappropriately display dialogue for Naila Hashmal in Crypt Diving even if she wasn't present, so long as the player deployed Tremolo Phalanges onto the map.

-- fixed: Lyrio's RangeBonus tag was misformatted, leading to it not giving the intended range bonus to the equipping character.