Telepath Tactics Liberated

Telepath Tactics Liberated

Fate of the Wayward
Tacitus  [developer] 13 May, 2022 @ 10:37pm
Bugs and Known Issues
If you encounter a bug, please let me know here!

Known Issues
  • You can get into an unwinnable state in Unfated Beginnings. On this map, you need to grab 4 out of the 8 Figurines that spawn, but if one of your characters die while holding a Figurine, it will not be dropped. This means that you can get stuck if you pick up 5+ Figurines on characters that die before using them. I haven't figured out a good way for these Figurines to "return" to the map after the character dies, so in the unlikely event that this happens, I recommend restarting the mission.

  • For saves from before the Chapter 2 release: Aura collected during the Prologue is not reset. Money is supposed to be reset after the Prologue, with all of the money you collect after that point being usable for shopping. This is fixed for new saves, but if you have an older save...enjoy having some extra spending money!

  • For saves from before the Chapter 2 release: Hrolleif (Shaman) does not learn any new moves. Found out the hard way that there is no good way to update skill progression if you don't have "placeholders" set up. This won't be an issue for new saves, but for older saves you will need to manually add his new skills. Below are console commands you can use to add the skills to Hrolleif while in a battle. In parentheses is the level he is intended to get the skill:
  • LearnSkill/Hrolleif Gunnarsson,Vitality Hex,false (Level 8)
  • LearnSkill/Hrolleif Gunnarsson,Enervating Shards,false (Level 12)

  • In the Chapter 2 barracks scenes, some characters may not show up with the correct XP. If you encounter this, don't panic! These characters seem to have the correct XP the next time you go into battle.

  • Knocking all of the charges off the dam sometimes doesn't end the map in About to Burst. Haven't been able to consistently replicate this, but sometimes this can happen. As a backup, killing all enemy units will also win the battle.

  • Finishing off your opponent in Blade in the Dark with a counterattack can break the map. I haven't figured out a fix for this, so if this happens I recommend loading a previous save if necessary. Or entering in EndBattle in the console if you don't care about the challenge.

  • Weird delayed damage when using the mortar in Beachhead. There are multiple ways I could have implemented the mortar, each with their pros and cons. The weird delayed damage is one of the cons that felt acceptable. If I ever find a better implementation, this may get addressed.

Older Issues

These are bugs that are addressed in the newest version of the campaign. If you have an older version, you may encounter some of these issues in addition to the bug reports below.
  • Swashbucklers are missing a unit portrait. None of the advanced classes seem to have a portrait for "generic" units; this was addressed by replacing Swashbucklers with a "unique" version of the same unit. I tried to give them a pretty generic look.

  • Some prologue camp scenes are missing background sound. Looped cricket sounds are supposed to play, but were broken for a while due to their file names getting changed internally.

  • Your choice from Chapter 1 can get bugged if you talked to Caliban in the first barracks scene. If you played Chapter 2 before the March 3, 2023 update and talked to Caliban, this could cause serious issues. Prior to reaching the cutscene with the first general, enter this into the console to fix it: SetVal/RamiroChosen,=,0
    Only do this if your Chapter 1 choice was NOT Ramiro. If you skipped to the beginning of Chapter 2, Ramiro is the default, so you don't need to do anything.

  • Version 1.0.47 of TTL had a bug that broke an important type of "script", making multiple battles not work as intended. This mainly affected battles that had effects that triggered at the beginning or end of a turn, of which there were several. This bug was fixed in 1.0.48.
Last edited by Tacitus; 28 Feb, 2024 @ 2:00am
< >
Showing 1-15 of 33 comments
Wannabe Skater 28 Jul, 2022 @ 12:00pm 
Hey Tacitus, I found a bug. On my new playthrough of the Prologue (post-Chapter 1 update) with the recruitable characters, I had Kasimir claim the mantis steed he found in the first battle, but instead of becoming a Cavalier as he's supposed to for the rest of the game, he's still a Spearman. Just fyi. Is there a debug code I could use to fix this for my file?
Last edited by Wannabe Skater; 28 Jul, 2022 @ 12:01pm
Tacitus  [developer] 28 Jul, 2022 @ 1:52pm 
Very strange. I just tried running the first mission with Kasimir claiming a mantis, both with and without the recruitable characters, and he correctly changed to a Cavalier after the mission. I don't think this is something I touched at all between the new release and the previous release either. Are you certain that you selected the right dialogue option? Because I can't think of another explanation.

In any case, enter these two lines into the console and I think it will fix the problem [fixed now!]:

ChangeCharClass/Kasimir Wheatford,Cavalier
SetStat/Kasimir Wheatford,Sprite Set,Cavalier_Male

By the way, did the Chapter Select show up eventually when you started your new campaign? I tried just now and it shows up for me.
Last edited by Tacitus; 28 Jul, 2022 @ 2:07pm
Tacitus  [developer] 28 Jul, 2022 @ 2:52pm 
Okay, I might have found one explanation. Was Kasimir dead before you finished the map? It looks like the class change might fail in that case.
Wannabe Skater 28 Jul, 2022 @ 3:10pm 
Originally posted by Tacitus:
Okay, I might have found one explanation. Was Kasimir dead before you finished the map? It looks like the class change might fail in that case.
Yeah, he was actually one of the first to go this time.
Last edited by Wannabe Skater; 28 Jul, 2022 @ 3:10pm
Tacitus  [developer] 28 Jul, 2022 @ 3:20pm 
Thanks for reporting this! It looks like that was the problem. I'm making a fix for this situation so he will still get his class updated even if he dies during Ill-Gotten Gains.
Wannabe Skater 28 Jul, 2022 @ 4:03pm 
Originally posted by Tacitus:
Thanks for reporting this! It looks like that was the problem. I'm making a fix for this situation so he will still get his class updated even if he dies during Ill-Gotten Gains.
Thank you!
Maniafig 15 Aug, 2022 @ 1:39pm 
I got a softlock on the second battle of the prologue in the route where you don't save the Brellian turncoats in the first battle.

When the 3 white squares appear for the engineer to load weapons into the golems, the dialogue box won't appear. My engineer's standing on top of the uppermost white square when this dialogue is queued, so I think that might cause the script to break.
Tacitus  [developer] 15 Aug, 2022 @ 2:19pm 
Thanks for the report! I may know why that happened, but I have a couple followup questions:

You say "the dialogue is queued"; are you seeing his portrait appear without the dialogue box? And it doesn't let you move your camera around and act?

Is the engineer standing on that spot at the start of the turn, the same turn when the white squares first appear?

In the mean time, I believe this will help you get past the problem: open up the console (Grave ` key), type in and run EndConvImmediately.
Last edited by Tacitus; 15 Aug, 2022 @ 3:44pm
Maniafig 16 Aug, 2022 @ 9:45am 
Yes, the portrait appears but there's no dialogue box, nor can I pan the camera or act.

See the screenshot for the location, this is right at the start of the turn when the white squares appear: https://i.imgur.com/h2jAmb1.png

Using EndConvImmediately does fix things!
Tacitus  [developer] 16 Aug, 2022 @ 9:57am 
Thanks! In that case, I think it is what I suspected: the "Aha! I know what to do with these golems!" dialogue.

Currently, there seems to be a bug with dialogues with the kind of scripting I used there. This is more of a bug with base game TTL, which I have now reported.
Last edited by Tacitus; 16 Aug, 2022 @ 9:58am
Belzeberto 4 Sep, 2022 @ 9:50pm 
I ran into a two problems on my first run during the prologue:

I finished the first mission after taking the full loot and rescuing the two defectors, second mission was to blow up a ammo depot. However, moving Gomez into position would prop up a dialog very much like the one Mania encountered, stoping me from interact with the game.

I got past it with a bit of fidling on the console, however on the next scene that was night of rest on camp with a few dialogue options to ask about everyone's background, finishing any conversation would make a random member of the crew take 100 burning damage and die. And on the next day they are still dead so i also could not continue playing on that save.
Tacitus  [developer] 4 Sep, 2022 @ 11:06pm 
Thanks for the report! Looking into this.

To clarify for the ammo depot mission, did this dialogue bug happen after visitng all four points? If so, it probably is the same bug and I can fix it, but I want to make sure it isn't happening sooner than that.

The good news is that I think I figured out what was causing the 100 damage thing; the way one of my scripts function in the base game changed recently. I was able to make some changes to fix it. The bad news is that, like you figured, I don't think there is a way to continue on that save. Hopefully you have a save from the ammo depot mission or earlier!
Belzeberto 5 Sep, 2022 @ 7:59am 
I actually already finished the campaign in another save without rescuing the turncoats, didn't run in any problems there. But i do have one save file on that battle which makes it very convenient for testing. And yes, the bug is after visiting the 4 marked spots.

https://imgur.com/4s3TZho
Tacitus  [developer] 5 Sep, 2022 @ 8:38am 
Cool, thanks! I've fixed those bugs and am about to push out the update. If you're still interested in trying out that route, updates sometimes don't show up without unsubcribing and resubscribing to the mod, or in extreme cases manually deleting the mod files before resubscribing.
Belzeberto 8 Sep, 2022 @ 3:40pm 
I did Wayward flight B today, and found a bug. Before sending ursula away, i defeated the entire Brellian army, causing the escape dialogue to not trigger at all.
< >
Showing 1-15 of 33 comments
Per page: 1530 50