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Telepath Tactics Liberated News

Patch version 1.0.49: final battle talk, AI fixes, campaign creator bonuses!

Howdy, SRPG fans! As you may know, I released the new SRPG Together in Battle into early access in April and have been updating it ever since. TIB has received a slew of new improvements over this past month and half--and because TTL uses the same engine, that means TTL is now getting an update with many of those same improvements!

Among the improvements are AI fixes, new dialogue in the final battle, new portrait assets, and more! Without further ado:

- fixed: certain characters who had unique dialogue when attacking Tarion in the final battle were not having their lines triggered due to a scripting error.

- fixed: the AI was double-counting the back cover bonus for non-Shield skills, leading to it greatly over-preferring moves that put characters' backs up against things (especially the edge of the battlefield).

- fixed: the AI was reversing the value of healing moves used on enemies without first checking to make sure that the move already assessed as having a positive value. Under some circumstances, this could cause the AI to heal the player's characters.

- fixed: a couple of AI routines were set to be excluded at the wrong AI Handicap level.

- fixed: the AI could reapply Immobilized status to characters subject to a Hold multiple times when calculating moves.

- fixed: the AI treated Levitating characters as if they had an ordinary, permanent move type of Flying for purposes of determining which spaces were safe to move them to (which could lead to situations like the AI moving Levitating characters over lava or chasms only for them to drop in at the start of the next turn).

- fixed: changes to the level-up screen code were causing the game to throw a couple of null errors when characters promoted via a Book of Power.

- fixed: pushing an enemy with reflexes into a spiked object would cause the enemy to turn and face the object. (Even worse: if the enemy had counterattacks left, they would counterattack while their back remained turned to the attacker!)

- fixed: the game was double-counting status effects that impact accuracy when displaying the accuracy of skills in tooltips.

- fixed: the game could display accuracies below 100% for mental attacks and shield skills in tooltips.

- fixed: the Talkable status effect could "run out" after 9,999 turns and had a displayed duration within character screens.

- fixed: the game would say "Talkable wore off" when removing the Talkable icon from characters.

- fix: energy regen visuals no longer appear for units under fog of war.

- fix: particle effects no longer appear when units are destroyed under fog of war.

- fix: particle effects no longer accompany units newly spawned under fog of war.

- fixed: item sacks dropping on a space covered by fog of war were visible to the player.

- fixed: attack animations for characters under fog of war would sometimes play upon the character's tile being revealed.

- fixed: the sidestab and backstab bonus from gap-seeking weapons was only being applied to base weapon skills, not to advanced skills for that weapon.

- fixed: classes with multiple species-based sprite overrides were not registering sprite overrides for all species.

- fixed: the game wasn't compensating for promoted generic characters in a weapon-dependent class generated without an equipped weapon by boosting strength or granting their default weapon skill.

- fixed: when a character without a specific counterattack gained 1 or greater Counter Limit, the game could select a skill which did no damage but did impose a status effect (e.g. Throw Voice) as the character's counterattack.


And as usual, we have new improvements for campaign makers!

- new portrait elements for custom (and proc gen) human characters! Specifically, there are six new types of noses (for a total of 17), a new type of beard, and a new bird-wing hair clip. The new noses increase the total available nose variety by more than 50% and just generally allow for a greater variety of unique-looking faces. I painted these elements myself, and am overall pretty pleased with how they turned out.

- new cut scene backgrounds!

- new music track!

- the OnTalk dialogue trigger is now more robust! The game now allows custom variables in the trigger parameters, permitting the use of specific named characters based on prior events.

- new optional parameter for the SetStringByString script action: Strip Capitalization. By default, this parameter is false; if set to true, the resulting string will be in all lowercase letters for easier parsing (e.g. for checking passwords and player-created names and such).

- fixed: when calling the script action UnitsToList in battle during deployment, the game would not check undeployed characters in the roster for the specified army.

- new AI handicap level: 11. The AI will actively avoid using lethal attacks, preferring attacks that don't finish off enemies.

- new script action: RestartBattle. Forces the current battle to restart, even if the player is playing on Ironman mode.

- the LevelUp script action now works in cut scenes.

- new stat supported in GetValByStat: True Level. Returns the character's current level combined with any hidden, pre-promotion levels.

- added documentation for read-only stats True Level, Health Left, and Energy Left to the in-game reference.

- the game now checks ahead for the correct number of parameters when running IfStat-type actions, making it more forgiving of scripting errors.

- added a new optional boolean parameter to the LevelUpArmy script action: Affect Reinforcements. If set to true, the level-up effect will be applied prospectively to characters of the chosen army who haven't spawned yet.

- when proc gen maps are created with multiple hazard terrain types, the game will now select a hazard terrain type at random from those listed.

- fixed: automatic inventory generation for generic proc gen enemies placed via the map editor was not working.

- fixed: the game was missing data for straight street edge tiles where the street was elevated above surrounding terrain.

- fixed: the game wasn't replacing script IDs with the names of unique characters in script actions within battle when the relevant characters were not already saved from a previous scene.

- fixed: items that alter the properties of character equipment would be permanently stripped of their ability to alter other items upon transitioning scenes if kept in the reserve supplies.


That's all for now, folks! If you haven't yet, definitely head on over and check out Together in Battle--it's a pretty awesome SRPG set in the same world as TTL, and it really makes use of some of the engine's fancier elements (like proc gen characters, morale, and relationship-building).


Tactically yours,

Craig

Patch version 1.0.48: AI buffs, bug fixes, and creator tools!

Hey gang! As part of the ongoing development of Together in Battle, the Telepath Tactics Liberated engine has received a slew of AI improvements, bug fixes, and campaign creator improvements!

First, let's run through the AI buffs:

- the AI now actively avoids wandering through non-player-created fire and traps.

- AI-controlled characters who walk into pressure triggers and traps that do not freeze or stun them will now continue their turns afterwards if able.

- the AI now inherently values any move that results in a character moving off of a damage-dealing space, even if the move provides no other benefit. (Previously, the only mechanism for this was triggered by the game detecting a character submerged in water or lava.)

- reduced the weighting that the AI gives to ally-buffing moves by 80%.

- fixed: the AI was not evaluating energy-draining skills correctly, checking the energy lost against total health instead of energy.

- fixed: the AI was treating energy-draining skills as effective against inanimate objects.


Next, we have a balance tweak and lots of bug fixes:

- increased the energy cost of Fury and Stimulate from 5 to 6 and reduced the duration of Strengthened and Lucid from 4 rounds to 3.

- fixed: clicking on an Immobilized character would not show the character's attack range.

- fixed: Shield skills that didn't affect health or impart a status effect wouldn't grant experience unless the target was missing health.

- fixed: OnTurn and BeforeTurn dialogue had stopped being repeatable.

- fixed: level-ups and promotions produced by items used via a character screen from within reserve supplies menu would not "stick."

- fixed: the mentalist headband portrait accessory was misaligned on one of the male human head variants.

- fixed a range error produced when enemies applied a status effect under fog of war and were then revealed (manifesting primarily as fog tiles no longer being removed).

- fixed: cosmetic bridge connections spawning below ground level on solid terrain could override the space's ordinary elevation with a lower one.

- fixed: in situations where the AI evaluated potential knockback moves that would collide the target against a damaging object (e.g. a spiked barricade), the game would actually queue up the object's counterattack.

- fixed: the CombineLists script action did not work properly when combining more than two lists at once.

- fixed: the PICKFROMLIST{} special character would never pick the last entry in the list.

- fixed: in some circumstances, the game would remove script actions queued after a Wait action in dialogue initiated via a LoadConv action.

- fixed: the game's "check ahead for conversation-ending script actions within called scripts" functionality was not interacting correctly with conditional Run-type actions (e.g. IfValRun, IfStringRun, etc.)

- fixed in 1.0.48a: a LoadConv call to dialogue that either does not exist or which had been removed due to being already used and non-repeatable would lock up the game. (The game now simply ends the current dialogue when this happens.)

- fixed in 1.0.48a: campfire objects now lay flat.

- fixed in 1.0.48a: smoke from non-flat-lying objects (such as braziers and stoves) was no longer emitting at the correct angle.

- fixed in 1.0.48b: the "AI-controlled characters who walk into pressure triggers and traps that do not freeze or stun them will now continue their turns afterwards if able" change introduced a bug wherein in larger battles (i.e. those with more than 8 characters in the enemy army), if the first enemy to go wandered into a pressure trigger, it would cause the game to freeze.


And finally, we have some goodies specifically benefiting campaign creators:

- new skills supported: Fire Breath 3, Frost Breath 3, Dark Breath 3, and Light Breath 3. These all deal damage in a cone pattern.

- the map editor now supports loading and saving a discrete defeatScene attribute for battles, allowing you to easily set a next scene dependent on the player's defeat without using conditions.

- new script action: SetDefeatScene. Sets the defeatScene attribute to a different scene for the current battle.

- new script action: PairToList. Winnows down an existing list of characters to two who meet distinct, specified sets of attribute requirements, then send their names to a new list.

- new script action: WeaponBreakageRules. Changes the rules governing weapon breakage game-wide. If Rule Type is set to Destroy, broken weapons will disappear; if Rule Type is set to Reform, broken weapons will remain but will lose all stat benefits, status effects, tags, etc., will have a sell value of 0, and will impose Strength -4, but will allow the character to keep using weapon-dependent skills.

- when Damage or Drain is affected by a SetStat action in a cut scene, the game now automatically looks for the character's portrait and--if it finds it--animates the character's health/energy bar.

- when the GiveExp action is used in a cut scene, the game now automatically looks for the character's portrait and--if it finds it--animates the character's experience bar.

- updated in-game documentation to more clearly explain what each level of the AIHandicap script action does.


That's all for this month, folks. I hope you enjoy the improvements!


Tactically yours,

Craig

Patch version 1.0.47: Buffet of improvements!

Greetings, tactics fans! It's been another month, and you know what that means: it's time for another update!

This month sees a lot of bug fixes, controller improvements, new proc gen equipment variations, new tools for campaign creators, and more. Let's get into the changes:


- in gamepad controls, rather than duplicating the left trigger's zoom function, the right trigger is now an automatic "End Turn" button.

- the game now automatically repositions the gamepad cursor when auto-panning the camera during in-battle dialogue.

- a Stone Golem throwing a character onto a space occupied by an object with "flying" passability now produces a context-dependent effect: if the character is an ally, they are thrown on top of the object as normal; but if the character is not an ally, they will now be thrown into the object instead for collision damage (and--if the object is spiked--further spike damage as well)!

- helms can now get modifiers as part of the procedural generation process!

- boosted the heat and cold resistance modifiers from insulated armor from 15% to 25% each.

- boosted the light and shadow resistance modifiers from lead-lined armor from 15% to 25% each.

- doubled the morale effect of Beautiful weapons and armor from +1 to +2.

- new possible modifier for especially high-quality weapons and armor: Gorgeous. Grants the wearer morale +4 while equipped.

- new tag type supported: Immunity. Grants status effect immunity to the tagged unit.

- reduced aggression coefficient for the Greedy AI profile.

- the game now checks for duplicate tags when generating a new skill progression for a character upon promoting or reclassing, preventing characters from reacquiring tags they already possess.

- fixed: traps and holds were not interrupting self-move skills (like the cavalier's Charge attack) as intended.

- fixed: gamepad controls were no longer functioning properly in the shop tutorial.

- fixed: the gamepad would sometimes be locked out of movement during deployment due to an internal failure to clear dialogue triggered at the start of turn 0.

- fixed: music cross-fading was not reliably playing tracks at the correct volume.

- fixed: the game could sometimes throw a range error during character promotions.

- fixed: the game would throw a null error trying to store achievement stats if not connected to Steam.

- fixed: it was possible to click another character and select them mid-combat animation, thereby messing up the game's tracking of who the current character was and causing the original attacker to get another action.

- fixed: ranged attackers could sometimes counterattack after being shoved into water or lava.

- fixed: swimming onto a land tile with a trap would not trigger the trap.

- fixed: Unity's built-in lighting system would screw up when too many lights were casting on the same object (typically in maps with lava tiles).

- fixed: the game was awarding victory spoils twice for battles with a built-in aura reward.

- fixed: the game wasn't picking portraits for promoted generic units correctly.

- fixed: the status effect immunity popup text was misformatted.

- fixed: on lower AI settings, the game was actively valuing lethal blows lower than non-lethal blows (as opposed to merely not valuing them more highly).

- fixed: on lower settings, the AI would not consider lethal blows against destructible objects a viable move at all.

- fixed: lead-lined armor was providing heat and cold resistance instead of light and shadow resistance.

- fixed: skills like Overheat could drop a character's energy into the negatives.

- fixed: destroying fire did not remove its environmental damage effect from the space.

- fixed: when fire was spawned in front of elevated terrain, its smoke particles would aggressively clip through the terrain.

- fixed: flying characters who had been Gravity-Spiked into water or lava and then swam back onto land would reemerge at the wrong elevation.

- fixed: in rare instances, 2D particles could cause the game to throw a null error.

- fixed: the game was inappropriately failing to give stone golems the tag that reduces the cost for Shove 2, and was instead giving it to them as an invalid skill at level 2.

- fixed: skills, masteries, and other things learned at specific levels (such as Book of Power mastery or the Assassin's Leap skill) would get reintroduced into a character's skill progression upon promotion, leading to that character learning a duplicate of that thing upon reaching level 2 of their promoted class.

- fixed: characters' steps taken would be reset to 0 upon promoting mid-turn in battle.

- fixed: if the skills bar was set to a character's second page of skills and they were thrown into water or lava, the game would still display their second (now blank) page of skills upon selecting them, making it impossible to command them to swim.

- fixed: the game was not recognizing player-placed Caltrops as traps for purposes of warning the player about moving their own units into them.

- fixed: proc gen characters in classes that normally have two skills at level one would start off missing their second level-one skill if they had Motivate.

- fixed a typo in the class requirements for proc gen bowmen caused the game to only select characters with a positive psy growth for the class instead of a positive strength growth, leading to many proc gen bowmen developing very little strength.

- fixed: Trade, Twirl, and Juxtapose worked on objects, not just characters. The game now gives you a pop-up message explaining why it didn't work if you try this.

- fixed: Trade worked on enemies, not just teammates. The game now gives you a pop-up message explaining why it didn't work if you try this.

- fixed: if a character attempted to use a self-move skill like Stick-and-Drag or Pull while subject to a Hold effect, it would leave the attacker in place while telling the game they were in the process of moving, eventually freezing the game as it waited for expected character movement to complete.

- fixed: when using a Book of Power in a cut scene, the user's already-open character screen would not auto-update with their new stats, skills, or class name following the promotion.

- fixed: the game would cease to display the effects of morale in the character screen if morale-altering equipment temporarily pushed the total value above 10 or below -10.

- fixed in 1.047a: characters ending a battle while swimming would have their movement type appear as swimming during deployment for the next battle.

- fixed in 1.047a: - fixed an error in the way the game checked for level-specific skills in the progression which could cause a freeze upon promoting certain characters.

- fixed in 1.047a: cross-fading music during promotions was not behaving as intended, leaving two tracks playing simultaneously.

- fixed in 1.047a: cross-fading music was causing the new track to play too quietly.

- fixed in 1.047a: faded-out music could unexpectedly start playing again during scene transitions.

- fixed in 1.047a: the game was reconnecting and spawning a brand-new instance of the Steamworks manager class every time the player returned to the title screen.

- fixed in 1.047a: level-ups and promotions produced by items used via a character screen from within reserve supplies menu would not "stick."

- fixed in 1.047a: the game wasn't accounting for the dodge bonus granted by tall grass when displaying attack accuracy upon mousing over an attack tile.

- fixed in 1.047a: the AI wasn't accounting for the dodge bonus granted by tall grass when weighing different attack options.


And finally, loads of fixes and improvements for campaign creators!

- new skill added to the engine: Mind Domination. It's essentially Mind Control, except Enthralled has a base 100% chance to take effect.

- new skill added to the engine: Mega Charge. Covers one extra space of ground and has 2x 75% chance to stun. Cavaliers have a new, corresponding animation which matches the longer charge distance.

- new skill added to the engine: Grappler Stance. Creates a Hold on a single adjacent space.

- skills which create Holds can now be targeted on spaces occupied by other characters.

- new script action supported: AddStock. Programmatically adds stock to an existing shop in the scene. Lasts until the scene ends.

- objective reticles may now be placed and removed using a character name (or ID[] tag) instead of just x and y coordinates.

- RemoveSpawn may now take the loadID parameter "Deployment" in proc gen maps to remove procedurally generated deployment spots.

- the game now recognizes Health Left and Energy Left as stats for most stat-related script actions.

- new supported text sprite: Time.

- you can now assign a percentage spawn chance to all army and object groups for proc gen maps in the map editor.

- the game now takes minimum distance rules into account when randomly placing objects and characters via SpawnUnit using -1 , -1 coordinate parameters.

- characters created with the character creator now have an appropriate babble voice set assigned to them.

- new reply type supported, cut scene only: Next Frame. Ends the current dialogue and proceeds to the next frame of the cut scene.

- new AI tag: AreaPreference. Alters the AI's calculated value for moves in which the tagged character ends their move in the named Area. You can use to nudge particular AI characters toward choosing moves that place them in specific areas of the battlefield; or alternatively, to dissuade them from pursuing moves in certain areas.

- updated usable skill icons with the new Mind Domination and Mega Charge icons.

- fixed: "duplicate dialogue branch" functionality was not working correctly in the dialogue editor.

- fixed: moving a branch downward within a dialogue tree would produce a range error.

- fixed a null error in the map editor when loading a map with a global lighting condition as its first condition.

- fixed: the Protect Char condition was not working on destructible objects.

- fixed a range error when cycling through permitted integers using a number picker in wrap-around mode via the "previous" button.

- fixed: the game did not clear the New Roster scene tag when hitting New Scene in the cut scene editor, resulting in an already-open scene's new roster carrying over to the new scene as well.

- fixed: the character creator could roll up generic units with morale above zero (i.e. neutral).

- fixed a bug in the game's battlefield generation logic that was causing counterattack-possessing objects like Spiked Barricades and Fire to cluster within two spaces of the player's deployment spots.

- fixed: the game's battlefield generator could spawn enemies on top of traps.

- fixed: players could click on the main text box during character selection branches of dialogue and it would progress to the next branch of the tree with no character selected.

- fixed: it was still possible for the AI to make proc gen spearmen use Trade all the time.

- fixed: when renaming a proc gen character, the proc gen character's generated dialogue would have their old name baked in and left unchanged.

- fixed: a typo in the game's tile data meant that the game couldn't find tiles surrounded on three diagonal corners by cave tiles and would simply leave a hole in maps where such tiles appeared.

- fixed: the game would not recognize premade characters for purposes of the AddPortrait script actions if the game hadn't already saved loaded characters at least once.

- fixed: typing the letter 'L' in the cut scene editor would still trigger the game's "save log" functionality.

- new in 1.047a: updated in-game documentation to more clearly explain what each level of the AIHandicap script action does.

- new in 1.047a: the map editor now supports loading and saving a discrete defeatScene attribute for battles, allowing you to easily set a next scene dependent on the player's defeat without using conditions.

- new script action in 1.047a: SetDefeatScene. Sets the defeatScene attribute to a different scene for the current battle.

And that's about all for this month!


[h2]What's next?[/h2]

I've been continuing to work very hard on Together in Battle, adding content, improving balance, and fixing bugs. TIB is already garnering some very nice reactions from players--I'll just highlight this one, which I particularly love:



Pretty awesome, no?

As always, I remain incredibly grateful for your support. I'll see you in the next one, folks! ;)


Yours in tactics,

Craig

Together in Battle has launched into early access!

Greetings, tactics fans! After many years of work, the follow-up game to Telepath Tactics is now available to play on Steam early access!

Together in Battle is a procedural team management strategy RPG that follows the events of Telepath Tactics. Here's the premise:

You’ve come to the island kingdom of Dese with a mission: enter the gladiatorial games, find loyal fighters, and train. But things grow complicated when a sinister conspiracy threatens to throw Dese itself into chaos. Fight deep, turn-based tactical battles; manage resources; navigate random events; watch your characters grow together via a brand-new, emergent social sim system. Your characters, the relationships they form, and the trials you face together will be different every time you play!

[previewyoutube][/previewyoutube]

You can expect the same killer combat mechanics as you saw in Telepath Tactics Liberated, but with more resource management; new in-depth morale, mood, and character relationship systems; random events with multiple possible outcomes; and a blend of bite-sized proc gen arena battles and hand-designed side quest and plot fights.

Because it's in early access, Together in Battle is cheaper now than it will be upon final release. You can currently pick it up for $14.99, with an additional 10% discount for launch week.

Why not give it a try? I'm dying to hear your feedback! 😉


Yours in tactics,

Craig

Patch version 1.0.46: Brighter baddies, cleverer controls!

Greetings, tactics aficionados! Last month's update was small due to how much time I was putting in getting Together in Battle ready for release. Even though TIB releases in just six days, I've decided to set aside some time to push another, larger update for TTL anyway just because I appreciate you all so much. 🙂

Without further ado, here are this month's improvements to the game, starting with AI!

- the AI now recognizes Fire as an environmental hazard it can shove enemy units into.

- the AI now recognizes that flying enemies won't take environmental damage from being shoved onto terrain that flyers can naturally pass over (like water, lava, or chasms).

- the AI now accounts for environmental damage when evaluating the danger of ending its move on a space.

- on the highest AI settings, the game now accounts for collision damage it can cause via knockback skills (i.e. smashing characters into walls, objects, or each other by using Shove, Kinetic Gust, Smash, Charge, etc.)

- the game AI no longer treats skill scripts as rendering a skill inherently useful even though the skill does no damage and imparts no status effects. (This keeps the AI from incessantly using skills like Juxtapose, Trade, and Twirl when it has no better moves.)

- fixed: the AI would simply never complete the turn of a character who wandered into a pressure trigger but didn't actually end up stunned or otherwise unable to act (e.g. from wandering into Caltrops).

- fixed: in some situations, it was possible for the AI to lock up at the start of its turn when BeforeTurn dialogue spawned.

- a major usability buff for the gamepad: attack-tile selection behavior has been rewritten so it now "snaps" to the closest attack tile based on the direction you pressed instead of just cycling through the attack tiles in an arbitrary order! This makes targeting attacks with the gamepad much quicker and more intuitive.

- slowed down the battlefield cursor when playing in gamepad mode to make it easier to avoid overshooting small movements.

- fixed: in gamepad mode, using the cancel ("B") button to exit the main menu after opening it during dialogue would result in the dialogue box not regaining focus.

- upon finishing deployment in a map with fog of war, the game now reveals tiles for the newly deployed characters automatically based on their Perception stat without you having to move them.

- fixed: dynamic palette-swapping during battle (e.g. changing colors when characters switch army allegiances) had been broken by version 1.0.45.

- fixed: it was possible to undo after using Swim.

- fixed an inconsistency in the code that was causing flying characters spawning on spaces with a fly-only object to spawn one elevation level lower than intended.

- fixed: the game had stopped fully dropping flying characters into water or lava when afflicted with the Heavy status effect.

- fixed: the game had stopped fully dropping levitating, land-based characters into water or lava when the Levitating status effect ended.

- fixed: characters being created from premade unit templates had their tags applied twice.

- fixed: the game was including destructible objects on targeted spaces as secondary characters for purposes of Heal and Attack barks, which could lead to situations where the character saying the bark could address the inanimate object by name (e.g. telling "Reeds" that they were going to be healed).

- fixed a bug in which incomplete fading out of dialogue babble sounds would cause subsequent sound effects played in the same channel to play at the wrong volume.

- fixed: upon changing scenes in the middle of a fade-out of music or a sound loop, if the scene transition finished before the fade-out did, the game would reset that sound's volume to the default and prevent the fade-out from finishing.

- fixed: the game would lock up when attempting to start a new game while not connected to Steam.

- fixed: space selector appeared in the top-left of the map, not aligned to any space, prior to the start of turn 0 in battle.

- fixed: victory fanfare could sometimes start playing before the appearance of the victory box at the end of battle.

- fixed: the game still displayed "-0" damage popups for skills that don't normally deal damage when those skills were used by the AI.

- fixed: the game was creating proc gen golem characters without assigning them the golem babble sound set.


Finally, we have some improvements specifically for campaign creators:

- new destructible objects are now available in-game: Thorn Vines, Ice Spikes, and Explosive Tree.

- Fire now deals ongoing environmental damage each turn a unit stands in it.

- the AddCondition script action now supports the Set Army Alliance condition.

- new stat supported by UnitsToList: Health Left. This automatically calculates the character's current health by deducting Damage from Health.

- new stat supported by UnitsToList: Energy Left. This automatically calculates the character's current energy by deducting Drain from Energy.

- shuffled the AIHandicap values around a bit to account for the AI's new capabilities. They are now 0: full intelligence. 1: disregards space safety. 2: disregards backstab. 3: disregards lethal hits. 4: disregards knockback. 5: disregards attack effectiveness. 6: doesn't rotate to avoid backstabs. 7: doesn't prioritize healers or 'Protect Char' units. 8: actively avoids backstabbing. 9: disregards counterattacks and on-death attacks from enemies.

- fixed: the -NAME- and -CHAR2- special characters would remain unchanged if the target unit had no name. These now display its class name in that circumstance.

- fixed: destructible objects in proc gen maps were being created with a blank facing instead of a facing of "None", which in turn would interact with the game's logic in such a way that attacks from assassins against them would be counted as sidestabs.


And that's about it! Together in Battle now comes out in early access in just six short days. I'm going to be primarily focused on developing that for the time being, but I'll still be keeping an eye on the TTL forums for any bugs or other issues that need addressing. Thanks once again for all your support! It means a lot to me. 🙂


Yours in tactics,

Craig