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Telepath Tactics Liberated News

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.

Patch version 1.0.27

I'm working on a new content update for the game, but it's a bit technically complex so we're still a few weeks out from its release. In the meantime, though, here are some more bug fixes and improvements!

-- boosted the base experience given by attacking an enemy without killing from 10 to 12. This lowers the base number of non-lethal attacks to level up a character from 10 to 8.33 (not accounting for level differences, skill cost experience bonuses, and staling.)

-- fixed: skill cost was being double-counted when calculating experience gain, resulting in psy users gaining experience much faster than they should have relative to non-psy users.

-- fixed: the player wouldn't lose if their Camp was destroyed in battle.

-- fixed: due to a missing check, destructible objects with passability of flying were sinking into the ground when subjected to knockback.

-- fixed: BonusDmg tags on weapons (e.g. with Poisoned or Burning weapons) could duplicate during scene changes.

-- fixed some errors and inconsistencies in bonus damage calculation and previewing.

-- bonus damage is now broken out and displayed in skill tooltips.

-- fixed in 1.0.27a: recent changes caused bridges to sometimes spawn above barricades or other objects intended to sit on top of the bridge.

Patch version 1.0.26

Just some small fixes and improvements this week:

-- the game now automatically adds move spaces back onto the screen after using a skill that a character can move after using without you having to click that character.

-- when damaging multiple units on the same space using an explosive attack, the game now properly times all the pop-up text so there isn't any overlap.

-- turned down the brightness of the white palette in character portraits to account for increased bloom settings in post-processing.

-- an improvement for the campaign creation suite: you can now reference characters by name in cut scenes even if they've never been loaded in a battle or added to a roster before!

-- added parabola animations out to 6 spaces.

-- fixed: suffering lethal damage from a trap would not immediately kill the afflicted unit unless there was an OnDeath skill triggered.

-- fixed: in some circumstances, move spaces could remain onscreen after a character died.

-- fixed: the step value of a move space would sometimes be displayed even when the mouse was not over any move spaces.

-- fixed: for multi-space knockback skills, the game would not recognize fall damage occurring before the final space of knockback.

-- fixed: non-flying characters on top of fly-only objects who moved normally onto an ordinary space would not have their elevation reset back to normal.

-- fixed: on the difficulty selection screen, selecting Observer, backing out, and then selecting a different difficulty would cause the actually chosen difficulty to retain Observer's experience scaling and access to Plot Armor.

-- fixed: loading a mid-battle save made before version 1.0.25 resulted in all item sacks currently on the battlefield being impassable to characters, preventing them from being grabbed.

Version 1.0.26a hotfixes:

-- fixed: the lines adding Emma and Sabrina to the player's roster at the start of the game had been removed for some reason. They are now added after the Adelbrae battle.

-- fixed: the MoveUnitBy action could lock up the game if the named unit wasn't found.

-- fixed: the console could throw unassigned value errors if used in a cut scene.

Player Campaign Showcase #1!

Greetings, tactics fans! This is the first of a new series to highlight some of the stellar custom campaigns from members of the Telepath Tactics Liberated community.

Kicking things off, we have Bohman's Kite Tricks from ManiaFig, a creative solo campaign that tasks you with controlling a single bowmaster and kiting the enemy to achieve victory. You'll have to manage his available actions, energy, inventory, traps, and positioning to succeed. I play through about 50 minutes of it here with commentary:

[previewyoutube][/previewyoutube]

Next month, I'll be selecting another wonderful campaign to showcase--but in the meantime, feel free to peruse the available campaigns over on the Telepath Tactics Liberated Workshop for yourself! (Or just browse and download new campaigns from in-game.)


--Craig

Patch version 1.0.25

Hi folks! Some relatively small fixes and improvements for this week's patch as I gear up for the first monthly Player Campaign Showcase. Here are the changes:

-- the game now allows characters to stack multiple tags of the same type (e.g. Range Bonus or Bonus Damage).

-- defeating all enemies in Crypt Diving no longer ends the map early.

-- reduced the lighting intensity of self-lit objects to adjust to the overall increased bloom and color intensity of recent versions of the game.

-- spirits now cast a glow onto the battlefield. (Note that existing premade spirits will need to have their species reselected in the Character Creator in order to glow.)

-- updated the Guide with documentation on directly accessing and editing Special Stats for units: name, facing, coordinates, class name, and so on.

-- the engine now supports spawning units on the battlefield using script ID in lieu of load ID.

-- fixed: when initiating a player's turn immediately following an AI player's turn, if the game had found no viable moves for the AI army, the game would not have characters regain energy from resting.

-- fixed: using a Move skill to move directly onto a space containing an item sack would not cause the Grab button to cease being red.

-- fixed: attacks targeting Energy were also affecting maximum energy, including self-focus skills like Soul Suck.

-- fixed: damage dealt to characters through Energy underflow caused by Drain-style attacks did not cause the target to play a Hurt animation.

-- fixed: damage dealt to characters through Energy underflow caused by Drain-style attacks was not being counted towards the attacking player's score.

That's all for this update. I'll be posting the first Showcase in the next day or two; keep an eye peeled for it!