Telepath Tactics
Internal Update (23 July 2018)
- [WIN] updated internal installer structure, no changes to game files
Patch 1.051 (14 October 2015)
- fixed a bug in which the game would throw an error upon starting a new game if the game did not detect an already-existing Documents > My Games > Telepath Tactics > Saved Games directory.
- added in extra dialogue in the fight outside the bandit fortress giving the player additional prior warning before the enemy lowers the drawbridge.
- added a chance of both Stunned and Burning status to the “Explode” attack from the destruction of Teresa’s charges.
Patch 1.050 (14 October 2015)
- the game will now successfully load saved game files from slots which you haven’t yet created a game in. (If, for example, you download someone else’s saved game.)
- fixed a bug in which the game’s shadowling bosses would not spawn with flying.
- fixed a bug in which the game would sometimes throw a null reference error if the first turn of a battle ended without any particles being rendered.
- reworked and reorganized particle rendering code to avoid any remaining situations where particles would stick around the battlefield.
- fixed a typo where the game treated the Flail item as increasing a character’s health by 250 points (and decreasing it a corresponding amount upon unequipping).
- fixed a typo where the game treated the Steam Crossbow item as increasing a character’s health by 320 points (and decreasing it a corresponding amount upon unequipping).
- increased the strength of the Steam Crossbow from 12 to 14.
- fixed scripting error in final battle which caused enemy reinforcements to cut off after turn 7.
- moved one of the spike traps in the final battle to keep newly spawned units from flying into it each time.
Patch 1.049 (02 October 20115)
- fixed a typo in the code that was causing the game not to remove particles properly, leading to unnecessary slowdown on longer battles.
- fixed a bug in which the game gratuitously decided that all pushable characters were, in fact, not pushable.
- fixed a bug in which the game would mess up the nextBattle attribute for saved games upon closing the Reserve Supplies screen on procedurally generated map.
- fixed a typo which was preventing Rebecca’s Pyro Blast from getting its 50% cost adjustment upon her promotion to Pyrokurios.
- fixed a bug in which tags added by equipped items would persist after a battle and get added a second time in the next battle, and the third time the battle after that, etc.
- fixed a bug in which the game would sometimes not get the target’s name or coordinates for use with special characters (-FNAME-, -Y-, -X-, etc.) during dialogue triggered by OnCharAttacked or OnCharDeath.
- updated breath attack descriptions to reflect their status effects instead of describing their AOE.
- restored the appearance of the title screen to its pre-scaling state (i.e. it looks nicer now).
Patch 1.048 (28 September 2015)
- fixed a bug in which the game would sometimes fail to recognize the designated scene to go to when loading a saved game, thereby causing the load to fail.
- fixed a bug in which character labels would use incorrect numerical labels in save files, starting from -1 instead of 1.
- made it so apples restore 4 energy once again, but this time went ahead and updated the apple item description and description in shops so this wouldn’t look like a bug.
Patch 1.047 (21 September 2015)
- fixed a bug relating to the way the game was delimiting individual item requirements for class, race, or level within saved game files. The old delimiter caused item restrictions to not apply in-game, and had some other knock-on effects which produced other, seemingly unrelated issues.
- I’ve taken fullscreen scaling out of the game. It was really great when it worked, but unfortunately, it didn’t work quite right for a subset of players, producing situations where they literally couldn’t get the screen to display part of the battlefield.
Patch 1.044 (01 September 2015)
- fixed screen being off-center when game starts up in fullscreen scaled mode.
- added in code to have the game’s various menus adjust position to remain mid-screen when the game is scaling up its graphics in fullscreen mode.
- fixed bug where an incorrect Silithis ending shows up if you end the game with Silithis dead and Sarn Kamina alive.
- buffed up the Mechanic Captain at the start of the Tarion battle, gave Tarion a wall of three Greater Red Spriggats to keep him from being KO’d on turn 1 via the adrenaline pill exploit (and to make the final approach to his location somewhat more challenging).
- added in a check to make sure the game doesn’t accept non-numbers when loading up a saved seed. (If something that’s not a number erroneously gets saved as the starting seed, the game will now just generate a new one.)
- fixed a bug in which the first character in the character data section of the saved game file would mistakenly be saved as the starting seed, causing the game to behave as if they’d been wiped from the saved game entirely.
- Now, you might be wondering: what’s all that stuff about saving seeds? In short, I’ve just laid the groundwork for persistent, procedural dungeons (i.e. where the game remembers each floor and recreates it exactly when you traverse up and down levels). The following changes make this possible:
- procedural level generation now takes a seed parameter, meaning that it can now consistently reproduce a generated level! The new, tenth parameter is seed, a number. Feed it the exact same parameters 1-9 and then the same seed, and it’ll remake the level exactly. (Leave the seed parameter blank if you want the game to supply its own seed.)
- game now saves and loads the current seed at the start of a scene! This two immediate consequences: first, you can no longer juke the RNG, getting different results out of the same set of actions merely by reloading a battle; and second, reloading a procedurally generated battle will now produce the same exact battlefield no matter how many times you do it, as the seed will remain consistent between reloads.
- new dialogue action: SetSeed. This has one parameter: a number. When this action is run, the seed is set to your chosen number.
- new special character: -SEED-. The game will automatically replace this character with whatever the current seed value is. (Note that the seed value changes every time the game generates a random number, so you’ll need this to find out the current seed even if you’d set the seed to something specific at the start of the battle!)
- new special character: -STARTSEED-. The game will automatically replace this with whatever the seed value was when the scene first loaded.
- updated the manual with documentation on seeds.
Patch 1.043 (21 August 2015)
– fixed the bug where characters killed in Casual Mode would duplicate in the saved game files (along with their attacks and inventory) going forward into subsequent battles.
– fixed a bug where saving in a new slot at the start of a procedurally generated battle would produce a save file from which you could not load the procedurally generated battle.
– fixed a bug in which custom character lighting set for a given scene could get saved to a save file going forward, then get parsed incorrectly, thereby turning a character into a black silhouette.
– related to that last bug: fixed a parsing issue in which the game would interpret a sequence of numbers delimited by commas as a single number.
– fixed weather effects freezing after concluding turn 0 dialogue.
– fixed bug in which the game would sometimes freeze if an enemy was killed with an iron jaw trap.
– fixed AI quirk where computer would treat potential targets that were stunned or frozen as if they could counterattack.
– fixed a bug in which a weapon breaking would not result in the weapon’s stat modifiers being removed from the wielder.
– Goniff Bastid now sells Caffeine Pills when you encounter him in the woods after fleeing Igor’s fortress.
– fixed a bug with StatFXIgnoreRes that caused it to make status effects always hit instead of just ignoring elemental resistance.
– fixed a minor typo in the Coria Tavern cut scene.
– fixed a typo which caused apples to restore energy when used.
– fixed typo in shop descriptions of the rapier.
Patch 1.042 (14 August 2015)
- fixed a bug where the game would scale inappropriately on monitors without standard widescreen dimensions, leading to important parts of the visual field getting cut off.
- fixed a bug where the game would turn fullscreen scaling off after every battle.
- fixed a bug where the game was not correctly saving the name of procedurally generated levels when saving the game using the new system.
- fixed a parsing issue with items that add tags.
- removed commas from certain items’ descriptions to avoid parsing errors.
- fixed incorrect description on Caffeine Pills.
- fixed a bug that prevented Caffeine Pills from successfully removing the effects of Slowed status, Eyedrops from successfully removing the effects of Blinded status, etc.
- gave +1 range to Place Charges for Engineers who promote to Machinist.
- made it so characters with a base Dodge of 80 or higher no longer gain Dodge upon leveling up.
- updated scripting in the final battle to make Tarion and his escorts more proactive / aggressive when approached by the player; buffed the snipers on the rock pillars in the lava.
- fixed a bug that would sometimes cause the wrong character to get grayed out if an enemy character’s turn ended with that character dying from an attack or a trap.
- fixed a typo that prevented Armor Rend from ever succeeding in softening the target.
- new tag: StatFXIgnoreRes. Makes it so status effects’ chance to hit is not impacted by the target’s resistance to the attack element.
- added StatFXIgnoreRes as a tag characters receive upon equipping axes or a halberd, thus making the status effects of Armor Rend (and, for Mantis Knights with a halberd equipped, Charge) dramatically more likely to succeed against armored targets.
- fixed a bug in Normal mode where Scarlet Etoile could end up having dialogue after the caravan battle if she was both recruited and killed during the fight.
- fixed a bug in Normal mode where Louise’s portrait could remain onscreen inappropriately after the Adelbrae battle if Farasat was killed in the fight.
Patch 1.041 (10 August 2015)
- fixed a bug in which starting a game in a new, never-before-used slot would cause an error
- fixed a bug in which the game would sometimes mistakenly load “null” items into what should be an empty character inventory.
- fixed a bug in which the game would freeze upon closing the Reserve Supplies screen after making changes.
- fixed the feature where the game saves any changes you make to your common inventory and individual character inventories during the deployment phase before a battle.
- fixed a bug in which the game would incorrectly parse items with multiple types of requirements (e.g. both race and class requirements) when loading from a saved game, which made it so the game didn’t read them properly.
- fixed a bug where dragging-and-dropping was somewhat inaccurate when swapping characters out of reserves and onto the battlefield.
Patch 1.040 (06 August 2015)
- first and foremost, a fix which addresses one of the game’s biggest, long-running criticisms: how zoomed out it appears to be on large monitors. When in fullscreen mode, the game now actively upscales so that everything that’s visible on the screen appears as large as it would be if you were playing with 1280 x 720 screen resolution. This includes the game’s text, which means that it should remain legible even on 4K monitors.
- to keep the game’s pixel art from looking absolutely terrible when scaled up to an arbitrary resolution, all bitmap images now have a smoothing algorithm applied to them when the game is scaling.
- the fullscreen title screen graphics are now smoothed so that they are no longer jagged and janky-looking when stretched to fit monitor dimensions in fullscreen.
- in the Settings menu, I replaced custom font size functionality with an option to toggle fullscreen scaling off for people with weird monitor dimensions (or who simply prefer the practicality of having a zoomed-out view of the battlefield).
- implemented XML-based saving and loading in place of SOL files. This means that going forward, saved game files will be easy to locate, be human-readable, and be subject to easy editing in case bugs cause characters or attacks to duplicate (or otherwise get messed up). The new XML saved game files will be located in Documents > My Games > Telepath Tactics > Saved Games.
- added a “Convert Save Files” button to the title menu; if you press it, it will automatically generate XML saved game files based on your old SOL saved game files. This way, you can continue playing your saved games from pre-1.04 versions of Telepath Tactics.
- fixed a bug in which one could not swap reserve characters onto the battlefield after moving the Characters in Reserve window around.
- fixed a bug in which weather effects would stop animating mid-battle.
- talking, interacting with doors, giving inventory items, and using objects with a Use trigger now require the interacting character to either be flying, or have an elevation difference no greater than 1 with the target.
– fixed tutorial message not displaying midway through the Meridian rescue mission.
Patch 1.039 (15 July 2015)
- Fixed the bug where, if you use up an item, it would unequip all items after it in that character’s inventory and prevent you from reequipping them.
Patch 1.038
- fixed the primary remaining cause of game slowdown! It turns out that the issue was inside the third-party particle engine that Telepath Tactics uses. When the clock that determines how long particles last ticked down to 0, it seems that their emitters were not being removed; they remained present (and wholly invisible) on the battlefield, sucking up processor cycles. As battles progressed, more and more of them would stick around, and eventually they caused noticeable slowdown. Luckily, once I realized what was happening, I was able to hack together a workaround to clear these emitters every turn. It’s not elegant, but it works.
- fixed a bug where the game would not save changes made to individual character inventories on the reserve supplies screen.
- fixed a bug where the game glitched out when you tried to save manually during deployment.
- recoded a bunch of inventory management functions with copyArray() to prevent array entanglement.
- fixed a bug in which the rightmost door on the ground-level Coria tavern map was impassable due to improperly set elevation.
- the game now produces nicely formatted XML save game files. It doesn’t read them just yet, though–I’ll be transitioning over to the new XML save files in the next update.
- added a new property to one-shot sounds wherein they can be tagged with a string, and added an optional second parameter to the PlaySound script action that assigns a tag to the sound being played.
- new script action: StopSound. This stops a one-shot sound effect being played according to its tag. This can be used to support voice-acting that cuts off whenever the player skips through dialogue!
- added text about damage fall-off to the third part of the Tutorial that appears if the player takes too long figuring out how to destroy the altar.
Patch 1.036
- to improve performance, the game now automatically removes all listeners from all characters and objects on the battlefield at the start of a CPU player’s turn. (It returns them to the battlefield whenever a human player’s turn arrives.) This should address the absurd amount of processor time AIR was devoting to “button hittesting” in my last performance test.
- fixed a bug in which the the game would freeze at the conclusion of Annel Stormhunter’s goodbye speech.
- suspicious that array entanglement may have been occurring during the game saving process (and thereby leading to inventory bugs), I created a new copyArray() function to automatically detect how many dimensions an array contains, break down the array down into its smallest component parts, and then push those parts to a new array with the same number of dimensions and return the new array. I then deployed this function as part of a new class that I’m using going forward for all array copying performed as part of game-saving and inventory-building functions.
- fixed a bug in which character portraits would sometimes get mixed up when swapping deployment tiles around a lot.
- fixed that annoying bug where you inexplicably couldn’t drag a character out of the Characters in Reserve window onto certain deployment tiles on the battlefield.
- fixed an issue where hit detection was slightly off for deployment tiles dragged out of the Characters in Reserve window and onto the battlefield.
- fixed a bug in which non-equippable “triggered” items with no use limit would visibly show their uses left degrading into the negatives instead of just remaining at 0 when used in a character’s inventory.
- fixed a bug in which a key with no use limit would visibly show uses left degrading into the negatives instead of just remaining at 0 after being used to unlock doors.
- fixed a bug in which the GiveItem script action would not “stick” if a character’s personal inventory screen was open at the time the script action was run.
Patch 1.035
- fixed a bug in which certain newly recruited characters (ones who weren’t under your control in a previous battle) would not show up in the Reserve Supplies screen during deployment.
- fixed portraits not appearing in the detailed info screen when right-clicking deployment tiles.
- fixed portraits not appearing in the reserve supplies screen.
recoded the function for generating the common inventory screen so it loads your characters in roster order rather than in order of appearance in the save file.
updated the code for saving changes to the common inventory so as to prevent unintentional array coupling.
- fixed the properties for a few chasm tiles that the game was erroneously treating as regular dirt ground tiles.
- fixed another bug that was preventing tags reducing the cost and range improvements for promoted character attacks from affixing properly.
- fixed a bug in which the game would not load Header.png from custom campaign directories.
- you can now include custom sound effects within a custom campaign folder: stick each one in the subdirectory Data/Sounds, just as if it were an asset in the install directory.
- put in a procedure to have the game dynamically check for sound files before it tries to play them, thus preventing errors where the game freezes due to attempts at playing a nonexistent sound file.
- added documentation for how to package up a custom campaign to the game manual.
Patch 1.034
- fixed a bug in which character portraits would not load in deployment tiles on the battlefield.
- added a process to catch and correct the wrong campaign getting saved in save files. This should address issues with older saved games not loading properly.
Patch 1.033 (06.11.2015)
- fixed a bug in which doors which are set to Locked with an OnLoading-triggered script action would sometimes glitch out and become impassable.
- addressed some of the remaining slowdown by calling garbage collection whenever a player’s turn starts (while the “Player’s Turn” splash is displayed onscreen), and whenever an attack sequence ends.
- put in a process to clear listeners from inventory slot boxes after they load, which should help optimize the game a smidge.
- fixed a bug in which the game would get stuck in a loop in the conversation preceding the caravan battle if Louise Legerdemain is dead.
- fixed a bug in which the game was not applying the tag to reduce the Energy cost for certain attacks (as with the promoted psy classes in the main campaign).
- fixed a bug in which it was possible to move between spaces with large elevation differences using Swim.
- made some balance tweaks to the Assassin class in the single player campaign: dropped the backstab multiplier for Knife from 2.25X to 2X, for Stab from 3X to 2.25X, and Mega Stab from 3X to 2.5X. Increased the sidestab multiplier for Mega Stab from 1.5X to 1.75X.
- Annel Stormhunter now has a bit of dialogue when he leaves the group after the battle in Coria’s streets (assuming you talked to him and he survived the battle).
- removed the “Promotable” tag from Sarn Kamina (as there is no promotion class for Gasul).
- fixed a bug wherein Siripent had the wrong class name (Lizardman instead of Barudit), which in turn glitched out his class promotion.
- fixed a bug where Malcolm Eichan’s name and portrait were mistakenly shown instead of Harriet Glaive’s during the final line of Malcolm Eichan’s death scene.
- fixed a bug in which Oliver Spenks would not be added to the player’s roster of useable characters after landing on Kovit.
- fixed a showstopper bug in the game that would occur if playing in Windows and you had no audio device enabled for playing sounds on your machine.
- fixed a bug in the basement of the bandit fortress that permitted players to advance before recovering the map to the mines.
- and finally, I added in an important feature that has been requested by folks working on custom campaigns: you can now include custom artwork right in your custom campaign folder, and the game will autodetect it and load it at runtime with no further effort on the end-user’s part! Custom sprites that now work in this way include: character portraits, character sprites, destructible object sprites, item icons, and attack icons. More info on how to make sure the game detects them in the devlog: http://sinisterdesign.net/forum/index.php?topic=1224.msg48461#msg48461
Patch 1.032 (05.22.2015)
- fixed a bug that was accidentally introduced in version 1.031 where the game would not save changes to your characters–or their equipment–in between battles. (For players starting new games, this manifested in the form of Emma being back to level 1 with 0 experience and not having her swords available at the start of the fight with Zash and Red.)
- new script action: GetCharsDist. Finds the distance in spaces between two named characters, sets the custom value _Dist to that number. Two parameters: the name of the first character, and the name of the second character.
- new script action: GetCharSpaceDist. Finds the distance in spaces between a named character and a given space on the battlefield, then sets the custom value _Dist to that number. Three parameters: the name of the character, the space’s y coordinate, and the space’s x coordinate.
- added a script to the training battle with Emma and Silithis so that if the _Dist between them is 1, it skips the instruction “To attack, move Emma right next to Silithis.”
- added documentation of all the new array script actions to the manual.
Patch 1.031 (05.22.2015)
- newly spawned reinforcements can no longer attack on the same turn they spawn (though they can still move around).
- you can now increase the size of the font that appears in those little pop-up info boxes when mousing over characters, objects and interface buttons.
- info boxes now dynamically resize vertically (they already did that horizontally) to accommodate the larger supported font sizes.
- increased the font size in the detailed character screen from 11 to 12.
- the game now ties changes made to character inventories in the reserve supplies screen to the individual characters’ names rather than saving them numerically by character slot. (This is me taking another stab at killing the inventory swapping bug–hopefully this was of the “fatal backstab” variety.)
- fixed a bug in which changes made in the reserve supplies during battle would be saved even if were in the middle of a battle, long after you finished deploying characters.
- fixed some more edge cases where it could end up glitching out the game if an enemy was killed by wandering into a trap.
- fixed a bug in which Louise could show up in the ending even if she died or left the group earlier on.
- fixed the scripting in the chat immediately preceding the caravan battle so characters who may have died at Adelbrae don’t show up and talk.
- you can now right-click the portraits of characters who’ve been recruited but haven’t appeared on the battlefield yet (like Meridian right after you rescue her) during deployment / in the common inventory.
- pulling the lever on the ground-floor Coria Dogs battle now spawns a chest with special loot inside.
- expanded the range on psy user buff abilities (blinding cloak, frost armor, etc.) from 1 to 0-2.
- added a new legendary weapon to the game: the bow Lyrio. Strength 11, Accuracy +100, gives Range +1 to all ranged attacks. Can only be found as a rare spawn in chests / in the crypt mission.
- added flails to late-game stores.
- added a sound effect for Hover.
- the game now supports a new type of custom variable: arrays! This is big news for modders who want to script more complex content.
- There are a bunch of new script actions relating to the creation, pruning, and general usage of arrays: SetArr, GetArr, DelArr, ShuffleArr and ForArr. More info on how to use those here and here!
- changed ITEMVAL format from -ITEMVAL:X- to ITEMVAL[X] to make it easier to nest the -STR:- and -ARR:- special characters inside it.
- created a store with randomized item selection inside it in the Recruitable Chars stub campaign using custom arrays; feel free to steal it!
Patch 1.03 (05.14.2015)
GOG files:
setup_telepath_tactics_2.6.0.8.exe
telepath_tactics_2.5.0.10.dmg
- improved game performance on maps with lots of characters and objects, and massively reduced slowdown on big battles.
- fixed a bug where the game would freeze if the last enemy left on the map died from burning or poison.
- fixed a bug where you could undo scripted character movement in cut scenes by pressing Z immediately after the game handed the player control.
- fixed an exploit where the player could use the same “unlimited use” ability over and over in the same turn to grind experience. Abilities now grant experience no more than once per turn, no matter how often they are used.
- fixed a bug in the save game code where dead characters weren’t getting clipped out of the current character roster until after the roster had already been saved.
- cleaned up the roster-saving code to ensure that it wasn’t getting inappropriately entangled with the army roster array used in the main game (which could have resulted in character deaths getting saved–or character recruitments getting saved–even if the player restarted the battle before completing it).
- added an extra check to the function that adds characters to army rosters to prevent the adding of duplicates.
- fixed a bug in which characters who take fatal damage from being shoved into a trap would remain on the battlefield with 0 (or negative) health.
- added the ability to drag the deployment window around while placing your characters before a battle.
- added the old Instant walk speed (i.e. skipping super-fast between spaces) back into the game as a fourth character movement speed option, “Turbo.” (Instant remains actually instantaneous.)
- fixed a bug in the battle with Gunther Lathe, the battle in The Teeth, and the battle with Leon Hart where the battle would not end as long as you left a thief alive to wander the battlefield.
- fixed a bug in the Coria pick-pocketing scene where the map to the mines would remain in the common inventory if you’d had Emma drop it there.
- fixed a bug where, if the player selected a campaign other than The Vengeance of Emma Strider, then loaded a save slot featuring a different campaign, then quit and returned to the Campaign menu and hit the New Campaign button, the game would start the campaign they’d most recently loaded instead of the campaign that remained selected on the drop-down menu.
- fixed a few chasm tiles on the Mines Entrance map that had the incorrect elevation.
- fixed the description of Kinetic Wave.
- fixed a bug where a character could use an item, the player could undo, and the item’s benefits would be erased while the item did not get its use back. Using an item now simply prevents the player from undoing back to before the item was used.
- bumped up the base damage on Poison Bolt.
- added a second chance to inflict Stunned status to the cavalier attack Charge (effectively doubling its chance of inflicting Stunned status, and potentially stunning the target for two consecutive turns instead of just one).
- fixed bug with unequipping items in the reserve supplies screen.
Patch 1.029 (05.13.2015)
GOG files:
setup_telepath_tactics_2.5.0.7.exe
telepath_tactics_2.5.0.9.dmg
From the Developer (Patch 1.029):
- I made it so the “Instant” walk speed is now actually instantaneous; characters now immediately blip to their ultimate destination when they go to move on that setting (though crucially, they will still get stopped and trigger traps if they try to move over them).
- fixed more inventory bugs. Dropping a character’s item in the reserve supplies screen will no longer cause other items belonging to that character to spontaneously come unequipped or disappear.
- I’m no longer able to reproduce the inventory-swapping bug, which makes me think I may have finally (hopefully?) killed the thing.
- you can now right-click character portraits for detailed info when managing your reserve supplies in merchant scenes and during battle (i.e. not just during character deployment).
- pixeled new graphics for the steel sword, steel lance, steel spear, and steel axe so that they are visually distinguishable from the iron versions.
- the game now gives you visual feedback when item sacks are getting auto-looted at the end of battles that have Post-Battle Looting enabled.
- the game now plays a sound effect to provide audio feedback when a character’s weapon breaks.
- fixed a bug where decoys did not actually appear on the battlefield when using Harynx’s Decoy ability.
- fixed a bug where visual attack effects would show up beneath enemies whenever the attacker faced down.
- fixed an exploit: characters can no longer unequip speed-boosting items after they have moved. (If you undo the character’s move back to where they have taken 0 steps, you’ll be allowed to unequip the item.) This has the added benefit of sidestepping bugs that use of this exploit was causing.
- fixed a bug where the game would freeze if you tried to move characters whose speed had dropped below 0.
- fixed a bug in which characters whose strength, psy power or psy defense went into the negatives would have those stats wrap around to some absurdly high number.
- fixed a bug where the game would sometimes try to degrade a weapon that wasn’t actually equipped and freeze.
- fixed a bug in which the game could freeze during the bridge battle if you had characters in the water, taking drowning damage right after the conversation where the enemy engineer lays explosive charges onto the bridge.
- added a new 6-player multiplayer map to the game: Sunken Fortress.
- fixed erroneous placement of player boxes in the local multiplayer new match menu when playing maps meant for more than 4 players.
- fixed a sorting issue in the local multiplayer view army menu that placed the “Remove Unit” text above the Add Character drop-down.
- fixed a bug that was causing the game to lock up when capturing the flag in a local multiplayer free-for-all capture the flag match.
- applied missing lighting to braziers, candelabras, and lamps in the “Default” and “Bases for Generals” local multiplayer rulesets.
- added ambient sound effect loops to certain maps that were missing them.
- put in some extra code to automatically stop sound effect loops playing in the background when a local multiplayer match ends.
- new condition: Attack Bridges. Can be true or false (true by default). Tells the AI whether to treat player-built bridges as an attack target. Attack bridges set to false in the outdoor battle escaping the bandit fortress.
- added score bonuses for prematurely eliminating Gulch and Fera during those battles in which they’re supposed to be all but untouchable.
- added monologues to Gulch and Fera if you take them out during the second battle escaping the bandit fortress.
- added coins to more of the enemies in the outdoor bandit fortress escape battle so the player will be in a better position to reequip when Gonif Bastid shows up two battles later.
- put a turn time limit on the battle at Adelbrae so you can’t just exploit it endlessly for experience (or spend absurd amounts of time trying to loot every chest).
- updated the objectives text for the battle at Adelbrae to more accurately reflect its win conditions.
- switched the order of the two cut scenes following the battle at Adelbrae; the story flows more naturally that way.
- the game now creates a human-readable document with a .TTsav file extension whenever it saves the game, then saves that document in Documents > My Games > Telepath Tactics > Saved Games. You can open it with any text editing program; it lets you see all of the data that went into the actual saved game file (though it is not actually the save file itself). This will help me fix bugs.
Patch 1.028 (05.04.2015)
GOG files:
setup_telepath_tactics_2.4.0.6.exe
telepath_tactics_2.4.0.7.dmg
- fixed the inventory swapping bug? (fingers crossed really hard!)
- fixed bug in which characters would get to keep acting after leveling up from what should have been a turn-ending attack.
- fixed a bug that was causing the game to screw up when using the RecruitChar script action during a static cut scene (as in the cut scene right after the apple-picking mission).
- fixed a game-freezing bug involving the drawbridge in the bandit fortress escape.
- fixed a bug where Shadow Blast’s range somehow became set to 2 instead of 2-3.
- split off the intro dialogue to the Meridian rescue battle into its own scene so you don’t have to go through it all over again every time you lose that battle.
- bumped up the amount of money Gonif Bastid gives you after the caravan battle from 350 to 480, to make things easier for players who’ve taken losses (or who haven’t - yet figured out how to conserve their supplies).
- recoded the game’s handling of animated character health and experience bars; it’s now cleaner and more optimized.
- fixed a bug in which the game didn’t save the assigned sex of recruited “Either” characters. Now it does.
- fixed a bug in which level up data was not transferring over to new scenes with generic, randomly named characters. Now it does.
Patch 1.026 (04.29.2015)
- fixed the bugs that were preventing characters from promoting upon reaching level 20.
- fixed a bug in which the game would freeze when the drawbridge lowered in the second battle escaping the bandit fortress.
- fixed a bug in which Harriet Glaive would give a death monologue and permanently die if killed in casual mode. (She now properly obeys the non-permadeath rules of casual mode, in other words.)
- reduced the levels of the two crossbowmen who pursue Annel Stormhunter to level 3, making them a bit weaker and easier to respond to when they appear.
- fixed a bug where the SpawnChar script action would not correctly assign a sex to characters with sex “Either” (or correctly assign a name to characters with name “random”) that had been spawned by class name rather than by character name.
- you can now use ID tags with the RecruitChar and DismissChar actions–this makes it so you don’t have to know the assigned name for a “random” character in advance, prior to recruiting (or dismissing) them.
- new script action: SetStringByStat. This sets a string equal to a character string stat.
- added Name, FirstName, and LastName to the list of useable IfStatGoTo string stat name parameters; these can be used in combination with the ID tag and SetStringByStat to return a character’s full name (using spaces), first name, or last name, respectively.
Patch 1.02 and 1.025 (04.27.2015)
GOG files:
setup_telepath_tactics_2.2.0.4.exe
telepath_tactics_2.2.0.5.dmg
Patch 1.02
- Manual saving! Specifically, you can now open the Save Game menu and manually save your game in a different save slot during deployment at the start of each mission. (For non-deployment missions, I’ll be putting similar functionality into the main Options menu in a future update.)
- Fixed a bug where the game would freeze during the computer’s turn if the only enemies remaining in the computer’s army could not move due to being frozen or stunned.
- Fixed a bug where the game would freeze if the last remaining enemy died at the start of the computer’s turn (as from burning or drowning).
- Fixed a bug where characters killed by the DamageChar and DamageCharAt script actions (e.g. characters caught in the drawbridge during the bandit fortress escape) would continue wandering around with negative health.
- Fixed a bug where the game would sometimes end a random character (or object)’s turn when a trap killed an entirely different character in the middle of his / her move.
- Fixed a bug that prevented you from recruiting Meridian if you somehow managed to kill every enemy during her rescue mission.
- Found and fixed typos in the Meridian rescue mission that unintentionally rendered the task of killing all enemies much easier than I had intended. (Unless you’re a tactical genius, you’re basically supposed to flee the battle at some point.)
- Fixed a bug where battle primers would not give characters who used them experience points during free exploration mode.
- Characters no longer get more counterattacks from leveling up once they reach 4 counterattacks; they’ll improve a different stat instead.
- Changed the after-attack effects of Awareness, Levitate, and Hover from Unlimited to Use Once so as to avoid over-exploitation of these abilities for experience points. (All of them are really only useful once per turn anyway.)
- Increased the size of the text in drop lists somewhat (from font size 11 to 12).
- Fixed an annoying UI thing where the cursor would remain a hand after mousing onto the common inventory or deployment screens; it now turns into an arrow for more precise clicking.
- Fixed misalignment of certain UI elements in the New Match menu when selecting a Capture the Flag match.
- Crossbowmen can now wear leather armor, chain mail, and iron helms. Arbalists can now wear those things, plus partial plate.
- Added some extra scripting functionality to the game for modders. (More details on those in the devlog.)
Patch 1.025
- You can now right-click character portraits during deployment and on the reserve supplies screen to bring up the character details window! No more having to remember all of your characters’ attributes when deciding whom to field or where to distribute supplies and equipment.
- Fixed a bug in which the game would not load more than 7 of each character’s attacks at the start of battle, even if the character actually knew 8 or 9 or 10 attacks.
- Fixed a particularly annoying bug in which the actions window would sometimes spawn offscreen if you started a battle while in windowed mode.
- Fixed a bug in which the player could open up the settings menu during the enemy turn and surrender on the enemy’s behalf, then get the Victory screen.
- The save file for procedurally generated levels now displays the type of procedurally generated level as the level name instead of a crazy string of words, numbers, and punctuation marks.
- Fixed a bug in which the Map to the Mines remained in Emma’s inventory even after it should have been gone.
- Fixed a bug in which player-built bridge tiles with characters standing on them would not be removed from the path of the drawbridge before the stone bridge spawned in the bandit escape mission, leading to situations in which the AI characters would target the old bridge for attacks as if it were still there.
- Changed the contents of the treasure chests in the Defending the Camp battle from bandages and focus pills to things that are more useful and interesting.
Patch 1.01
GOG files:
setup_telepath_tactics_2.1.0.3.exe
telepath_tactics_2.1.0.4.dmg
- fixed an issue that was causing some players to have to separately download and install Adobe AIR.
- fixed a bug in the "Who can use this?" function in the merchant screens.
- fixed a bug preventing the player from backing out of a purchase after triggering the "Who can use this?" bug.
- added an additional visit to the merchant in Coria, right after the Coria tavern scene.
- added a confirmation box warning players when they are about to overwrite an existing save file.
- fixed several bugs specific to the Linux build (including one game-breaking bug) caused by inconsistent folder capitalization.
- fixed a bug in which the game would sometimes freeze if a character who had just recently appeared on the battlefield triggered a trap that had been on the battlefield longer than him.
- fixed a bug in which lissit characters in multiplayer all had "null" for names.
- fixed the incorrect objectives description that was appearing during the apple-gathering battle.
- fixed the incorrect coloration of Silithis's portrait during the scene where she visits Adelbrae.