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Telepath Tactics Liberated News

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.)

Patch version 1.0.28

Work continues on the new, secret content update; and next week, we'll be doing our second player campaign showcase! But in the meantime, here are some more fixes and improvements:

-- the game now applies wear and breakage to equipped items that directly grant non-attack skills. This means the game now supports limited-use items that grant non-attack skills (e.g. a kit that lets a character place traps a limited number of times, a horn that lets them summon a generic swordsman to their aid five times before breaking, etc.)

-- fixed: it was possible to undo after using a skill if the skill user missed their target.

-- fixed: the level-up screen displayed skills granted to a character by their equipment.

-- fixed: if a character knows a skill and equips an item which grants that skill, the character screen will no longer display two instances of that skill.

-- fixed: if a character already knows a skill naturally, learning it upon level-up will no longer give them a duplicate of that skill.

-- fixed a fatal error that could occur when the game attempted to adjust stats based on personality traits during the procedural character generation process.

-- fixed: the AI would dramatically undervalue moves in which healers healed themselves.

-- added a new parameter to the AddToList script action allowing entries to be added at specific list positions.