[ian-reeds-games] Re: Releasing Tactical Battle 1.11 in the next few days

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 11 Jan 2013 13:55:57 -0500

Hi Ian,
Excellent!
I was going thru the zombie map, thinking about getting it included but I ran 
across an error. It says something tried to move, but that it was a bug int he 
ai. I have no idea how to reproduce it except playing the map till things start 
spawning maybe. I can't imagine what it is.

al 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Friday, January 11, 2013 3:30 AM
  Subject: [ian-reeds-games] Releasing Tactical Battle 1.11 in the next few days


  Hi again,

  I wanted to give everyone a heads up that I am likely to release the 
  full 1.11 version of Tactical Battle within the next few days.

  There've been a lot of good updates since version 1.10.  Let me name 
  some of the big ones:
  friendly AI,
  map pack music no longer conflicts between multiple map packs,
  force players to use shift + arrow keys when using normal move skills, 
  so many players were using the M key and moving a single space at a time,
  added a preferences menu,
  added fog of war and line of sight concepts,
  added the ability to save and load games,
  lots of bug fixes.

  I may fix a few more bugs before the release but probably won't complete 
  any more big features before then.

  So, now is the time to submit map packs for inclusion in the full release.
  We all want player experiences with our map packs to be good ones, so on 
  that note please keep the following things in mind before submitting a 
  map pack.

  1 Please include a user guide because it helps players to understand how 
  things work in your specific map pack and is also a great place to 
  provide some extra background story and atmosphere to your map pack theme.
  2 Please make sure all your maps are beatable.
  3 Make sure none of your maps have errors when they load.
  4 Remove any testing maps that will confuse new players.

  Map packs included in version 1.10 will automatically be included in the 
  1.11 release.
  I'll be downloading them fresh from the links on the map packs page.
  Austen and Carlos, please double check that items 3 and 4 are fulfilled 
  for the latest versions of those maps.
  Austen, you might also consider adding a user guide for Kingdom at war.  
  I realize that takes time though, so it's your call.

  Well, that's about it.  Thanks to everyone for creating great maps for 
  the game.

  I'll include the complete feature list for 1.11 in the P.S.

  Ian Reed

  P.S.
  Here's the full change list for version 1.11:
  1 Finished removing old point system code which causes maps to report 
  errors if you're still using unsupported flags.  Very useful for 
  ensuring your maps are completely converted to the new system.
  2 Added the ai_controlled unit flag to specify that a normally player 
  controlled unit will be AI controlled instead.
  3 Added the can_toggle_ai unit flag to allow players to toggle AI on or 
  off for that unit.
  4 Added the control + A hot key to force a single unit to take it's AI 
  controlled turn immediately.  Only works if the unit belongs to you and 
  it is either set to AI controlled or you have the ability to toggle 
  whether it's AI controlled or not.
  5 Added the control + shift + A hot key to toggle a unit between AI 
  controlled and player controlled.
  6 Fixed a bug where a unit would not be removed from the map if it died 
  due to a cost of moving.
  7 Added a step_sound= flag for terrain and effects.  This sound is used 
  instead of the normal sound when a unit is moving on to a tile with that 
  effect or terrain.
  8 Made it so a map can only reference music in it's own map pack or in 
  the global music folder.  While potentially consuming more space this 
  makes it less confusing for map creators.
  9 Added timer= victory and defeat conditions.
  10 Fixed a few bugs introduced with the previous feature updates as well 
  as improving the file parsers so they give helpful errors more and crash 
  less.
  11 Fixed a bug where the AI would target the wrong unit if multiple 
  units were stacked on the same tile.
  12 Fixed the issue where start_turn_change and end_turn_change would 
  bring a unit's health back down to it's max value when it was previously 
  raised above it with a skill that ignored the max.
  13 Fixed the issue where inflicting damage to a point the target unit 
  did not have caused that unit to be unable to use any skills.
  14 Made it so when AI uses a skill the positions of the caster and the 
  target are announced.
  15 Fixed a bug where an AI controlled unit that ran out of points to use 
  a preferred skill would no longer move to somewhere that it could use 
  another skill.
  16 Updated the default terrain color to be "WhiteSmoke" so that it is 
  distinguishable from the black of the edge of the map.
  17 Made it so the skill with the move_keys flag can only be used through 
  the shift + arrow keys as it is a poor experience to use the move skill 
  from the menu.
  18 Added a preferences menu and an option to toggle the Y axis so it 
  increases as it goes up which matches mathematical graphs.
  19 Added an option to toggle whether coordinates are announced when AI 
  uses skills, also made it so when this is on it still does not announce 
  coordinates when a player uses skills as that is unnecessary.
  20 Added a fog of war concept that makes it so the game can have unseen 
  tiles and unexplored tiles.
  21 Added a use_sight_range map flag to enable the new fog of war features.
  22 Added a sight_range= unit flag so you can set how far each unit can see.
  23 Added logic to incorporate line of sight in determining whether your 
  units can see a tile or not.
  24 Added a blocks_sight terrain flag for blocking sight and use of 
  ranged skills due to line of sight restrictions.
  25 Added a no_line_of_sight skill flag to allow skills to shoot through 
  terrain that has the blocks_sight flag.
  26 Adjusted tile visuals to be square instead of rectangle so line of 
  sight looks more correct for sighted players.
  27 Updated sound logic to look for a .mp3 version of the sound if a .wav 
  version was not found.
  28 Made it so that when you move a unit and a previously hidden enemy 
  becomes visible it's sound is played or a default alert sound if none 
  exists for that enemy.
  29 Added a not_flyable terrain flag that works like impassable but also 
  stops flying units.  Useful when walls are connected to ceilings and 
  even flying units should not be able to pass them.
  30 Made it so AI would still move to a position where it could use an 
  action next turn even if it could not perform any actions besides moving 
  this turn.
  31 Added an ai_wait_until_enemy_in_sight unit flag to cause AI to do 
  nothing until the first time they spot an enemy.
  32 Added a not_affect_flying flag for terrain and tile effects that 
  makes it so flying units are not affected by damage, healing, step costs 
  and range modifiers.
  33 Updated line of sight logic so flying units can see over terrain that 
  they can fly over, but not over terrain with both the blocks_sight and 
  not_flyable flags set on them.
  34 Added blocks_sight flags to units, structures and tile effects.
  35 Replaced the use_sight_range map flag with use_unseen and use_unexplored.
  36 Made it so you can specify "none" as a terrain name in the 
  terrain_limit= flag to allow movement on tiles with no terrain.
  37 Added the ability for players to save and load games.

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