Update log
Full Together in Battle update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Greetings, tactics fans! Did you think I was done making improvements to Together in Battle? I hope not, 'cause I wasn't! I'm still out here, running myself ragged to get requested new features into the game.
Extracted changes
- Gameplay
- Workshop
- Store
- Balance
Let's start with the first big improvement: easy sharing of custom characters!
custom characters can now be exported as text, allowing easy sharing between players! No more having to email your CustomCharacters.xml file--just click the Export button and voila:
by that same token, characters can now be imported from text as well. It's as easy as this!
Big improvement #2: custom portrait assets are now supported!
as you might have noticed in that last gif, character portraits can now make use of custom clothing, eyes, noses, hair, accessories, and more. The only limit is your imagination! Here, for instance, is a noseless abomination inspired by the recent FFT announcement:
- here's how it workscreate custom portrait assets and save them in an appropriate subfolder of Documents > My Games > Together in Battle > Mods > _Common > Portraits . Next, provide information that the game can use to tell what type of asset it is (an eye? a nose? a hat?); the image's name and location; the types of character portraits it's compatible with; its size and positioning; and voila! Just like that, the game's character creation tools will automatically detect your new assets and allow you to use them in portraits with a single click! 🙂
using this new feature, modders can create--and you can download--new hair, eyes, mouths, noses, accessories, etc. for every single custom character portrait in the game.
the game will dynamically load custom portrait asset data from every single XML file containing the term "PortraitData" that it can find in Documents > My Games > Together in Battle > Mods > _Common > Portraits, so you can easily collect custom portrait assets from multiple sources and the game will be able to recognize them all.
This feature was slow and painful to implement due to Past Craig hard-coding dang near every single thing to do with the character portraits, but the Bonus Good News is that now that it's been reworked, new portrait assets should be a lot smoother for Future Craig to integrate into the game going forward! You can expect that in a future update. 😉
We've got smaller miscellaneous improvements as well:
when a character dies, all of the items in their inventory (except for personal items) are now automatically transferred to the reserve supplies.
gasul are now sturdier to make them better serve their hybrid role as front-liner. The gasul class's base health has been increased by 5; they now get an extra Strength or Health stat proficiency in their early skill progression; and protector and prophet bonus health has been increased by 5 and 6, respectively.
added an alternative way to uncover the Wailling quest line, making it much easier for players to find!
updated some of the dialogue in the initial thief attack battle to make it clear that the reinforcements in the south will move and attack as soon as they spawn.
wrote new, distinct defeat reaction lines for arrogant, blunt, friendly, loyal, narcissistic, religious, and vindictive characters, giving a bit more individuality to characters reacting to their friends and lovers falling in battle.
added class descriptions for bespoke enemy and NPC classes to the character screen:
updated the Bowmaster's extended class description, which had become outdated and decidedly unhelpful.
clarified the tooltip descriptions for Kinetic
Source
