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

Telepath Tactics Liberated

An SRPG fan's SRPG! Imagine Fire Emblem with destructible battlefields; the ability to place traps; the ability to shove enemies off cliffs, into lava, or into each other; and a built-in campaign creator.

Howdy, SRPG fans! As you may know, I released the new SRPG [url=https://store.steampowered.com/app/1267210/Together_in_Battle/]Together in Battle[/url] 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 [url=https://store.steampowered.com/app/1267210/Together_in_Battle/]Together in Battle[/url]--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