Version 1.0.54: Online bug reporting, store UI tweaks, campaign creator tools!

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.

Greetings, tactics fans! As per usual, continued development on [url=https://store.steampowered.com/app/1267210/Together_in_Battle/]Together in Battle[/url] has produced some new features and bug fixes that benefit Telepath Tactics Liberated as well. As is my wont, I've decided to share them with you! [h2]Without further ado, here are the latest new features:[/h2] [list] [*] the game now has built-in bug reporting! To use it, simply press the [i]Report an Issue[/i] button in the main menu during a battle or cut scene. This will open up a window where you can write what happened and submit your report to me directly! When you do this, the game will automatically generate a log and send it to me along with other relevant info so I can start tracking down the bug as soon as possible. (This works when playing with gamepad, too, via the new virtual keyboard.) Special thanks to Ross Przybylski for his help troubleshooting the PHP back-end! [img]{STEAM_CLAN_IMAGE}/41649779/d998e6e6a8ea77966d8f2d48bbae5adc158f6b09.gif[/img] [*] I've further improved the shop explanation for why characters want equipment: when the reason a character wants something is stat-related, the game now lists as many as 3 stats the equipment will improve (not just 1), making it possible to compare benefits from upgraded armor at a glance. [*] cleaned up the shop interface a bit: the text that notes when you've bought or sold something can no longer overlap with the page-swapping buttons, and is now far less likely to end up truncated. [*] balance improvement: Umber Gnawbone's Psy is now boosted by 6 and his Energy boosted by 36 when playing on Veteran difficulty or above. [*] improved the weather effects for rain. [*] added some more audiovisual feedback to key presses in the virtual keyboard. Additionally, when using the virtual keyboard, the game now displays a flashing caret in the associated input text box as though the box were actually selected, making it easier to keep track of where you're typing. [*] refactored some of the game's movement code to make it a bit less painful to change. [/list] [h2]I also fixed a handful of bugs:[/h2] [list] [*] [b]fixed[/b]: loading a saved game with stairs mid-scene, stairs could end up counting their own saved elevation for purposes of determining base elevation before applying Elev tags, thereby raising themselves up higher than the terrain called for (and potentially making themselves untraversable in the bargain). [*] [b]fixed[/b]: height was set incorrectly for the promoted shadowling cast animation. [*] [b]fixed[/b]: height was set incorrectly for the promoted cavalier lance and charge animations. [*] [b]fixed[/b]: the Blizzard weather effect was no longer displaying properly. [*] [b]fixed[/b]: placing traps, bridges, and barricades had begun spawning spark particles after the last update. [*] [b]fixed[/b]: there were a few lines of code I had been using for testing that I forgot to turn off which set almost every proc gen character's personality type to Sensitive. [*] [b]fixed[/b]: certain text sprites (such as Regenerating, Strength, or Talkable) had faint lines appear near the edges of the image due to trilinear filtering bleed from adjacent icons in the spritesheet. [*] [b]fixed[/b]: gamepad focus on the virtual keyboard would get overriden by the underlying dialogue tree when input text was enabled in the very first branch of dialogue. [*] [b]fixed[/b]: the dialogue interface's virtual keyboard gamepad navigation was not working as intended when used in battles. [*] [b]fixed[/b]: the map editor was spawning invisible "Blank" game objects whenever new units were placed on the map; not terribly consequential, but this probably produced a small drag on performance over time. [*] [b]fixed[/b]: certain messages in the shop interface were missing localization support. [*] [b]fixed[/b] in v. 1.0.54a: a progression-blocker following the Adelbrae Battle in the Randomizer Campaign. [*] [b]fixed[/b] in v. 1.0.54a: the Protector's Tome had ceased to work properly in the Randomizer Campaign. [/list] [h2]And lastly, we have a whole bunch of improvements for custom campaign makers![/h2] [list] [*] new script action: [b]ShowBlacksmith[/b]. This calls up the shop interface in a brand-new "blacksmith mode", displaying weapons possessed by the group which are below their maximum uses remaining. Clicking a weapon in this mode causes it to be repaired in exchange for the repair cost (equal to the proportion of maximum uses to be replenished times the weapon's original sale price). [*] the character creator now allows you to manually set the clothing used by a character portrait! This lets you give a character an outfit different from their class default. Human characters, especially, have a variety of alternative civilian clothing to choose from, enabling the creation of custom villager and merchant portraits (among other things). [img]{STEAM_CLAN_IMAGE}/41649779/59fc1035fa69e883e39f75b72775457a59e5a469.gif[/img] [*] the character creator now allows you to manually set the scale of character portraits so characters will be larger or smaller when they appear in dialogue. [*] improved click detection for portrait accessory and clothing buttons in their respective character creator submenus. [*] new cutscene backgrounds added to the game: Blacksmith, Riverbank, Riverbank_Sunset, and Riverbank_Night. [img]{STEAM_CLAN_IMAGE}/41649779/8ec57eab0671fff6b30455dcd647f6059133ad9b.png[/img] [*] new Attribute to Alter supported for equipment-modifying items: Max Uses. Increases the maximum durability of a weapon. [*] new Attribute to Alter supported for equipment-modifying items: Tag. Causes the item to add a tag to equipment (such as BonusDmg, ModDmgVsSpecies, ModDmgVsWeapon, ModSkillAccuracy, ModSkillKnockback, ModSkillPower, StopsCounters, etc.) [*] updated the Item Editor's built-in guides to reflect the new equipment-altering attributes. [*] new item graphics: Book White, Counterweight, Oil-filled Sheath, Poison Sheath, Pouch, Reinforcing Spine, Spring Shoes. [img]{STEAM_CLAN_IMAGE}/41649779/58717358847a0f829bf91c64845f93de38560738.png[/img] [*] new skill button graphics: Clothing, Pocket Sand. [*] new sound effects: Boing, Hammering, Plant Rustle, PoofCloud, Water Splash Light. [*] new destructible object set added to the game: Sandstone castle walls. These pair nicely with the CastleSandstone tileset added to the map editor in the last update. [*] renamed the StairsLimestone destructible object set to StairsSandstone for the sake of consistency. These, too, go nicely with the CastleSandstone tileset. [*] new destructible object added to the game: Puddle. Drops dodge and cold resistance for whoever stands in it while slightly raising heat resistance. [*] new 3D particle effect: WaterSmall. A small splash for moving through shallow water (as opposed to the preexisting big splash used when falling into deep water). [*] new trigger type added to the game: [i]Move Over[/i]. These behave like Pressure triggers, except that they don't interrupt unit movement or clear the undo stack upon triggering. As such, they are intended purely for small, non-mechanics-related effects (particle effects, audio cues, etc.) when walking over certain spaces. [*] tall grasses now make rustling noises when characters walk onto or through them. [*] new optional parameter added to the [b]PlaySound[/b] script action: pitch range. Accepts a range of positive decimal values, where 1.0 is the sound's normal pitch, values below 1.0 deepen the pitch, and values above 1.0 raise the pitch. If the parameter is used, the game will randomly choose a pitch value from within the supplied range when playing the sound effect. [*] the script actions [b]IfGoneGoTo[/b] and [b]IfGoneRun[/b] can now find objects by their load ID. [*] new special character added to the game: [i]-ATKMOVETYPE-[/i]. This lets you check whether the current skill's move type is Normal, Parabolic, Teleport, ToTarget, WithTarget, or Special. [*] [b]fixed[/b]: the in-game documentation for [b]SocialUnitsToList[/b] was missing the last parameter (amount). [*] [b]fixed[/b]: with the introduction of differing portrait scales for proc gen characters, the character creator could start to progressively shrink the preview portrait when cycling through different features. [*] [b]fixed[/b] a typo in the default CharAttributes file that would cause the character creator to throw a range error when trying to randomly generate character dialogue. [*] [b]fixed[/b]: deprecated palette code could sometimes cause null errors to pop up when adding certain accessories to portraits for certain characters in the character creator. [*] [b]fixed[/b]: the Jwalaa item graphic was misnamed in AssetNames, and was therefore not showing up in the item graphics browser. [/list] That's all I have for this update! If you're enjoying the game, please don't forget to leave a review--that can make a surprisingly big difference to its success. And why not come join us on the [url=https://discord.gg/NwqmD8SzCc]The Sinister Design Discord[/url]? I'm on there often and I'm always eager to hear your suggestions. Until next time! Tactically yours, Craig