Telepath Tactics Liberated
Telepath Tactics Liberated 1.0.29
Version Date
June 16, 2022
Patch Notes
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.)