[ian-reeds-games] Re: Tactical Battle 1.11 dev 6

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Wed, 2 Jan 2013 12:49:53 -0500

Wow!
Thanks Ian, this is going to make some maps much more like originally dreamed 
of!

I am makinga  quick map to try to utilize the fog of war stuff. It is a basic 
dungeon floor. 
I just wanted to make something that showcases the stuff a bit, if nothing 
else, personal edification, grin.

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Wednesday, January 02, 2013 1:17 AM
  Subject: [ian-reeds-games] Tactical Battle 1.11 dev 6


  Happy new year to everyone!

  There were some great feature requests and suggestions.  I've noted them 
  all, but won't respond to each for the sake of time.

  Allan, that AI behavior is by design.  If can_toggle_ai is set the game 
  always let's the player use the unit manually whether it is currently AI 
  controlled or not.
  This is because they could always toggle AI off, use it and toggle AI 
  on, so as you say, it just saves the player key presses.

  Hadi, maps do not need to use the fog of war features.  They are turned 
  off by default.

  Dev 6 is here!

  Here are the changes for 1.11 dev 6:
  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.

  Austen, I've added sounds for unseen and unexplored tiles.
  You can override these by making your own files with the same name.
  Both .wav and .mp3 extensions will work for these.

  Allan, I've added commas after unexplored and unseen.  I think this 
  helps improve the problem where they run together with the coordinates.
  Let me know if it's still a problem.

  Some of the line of sight stuff takes effect even when the 
  use_sight_range map flag is not set.
  For instance, if you use the blocks_sight flag on a terrain then ranged 
  skills can not be used through it unless they have the no_line_of_sight 
  flag.
  This is so people can get that benefit without needing fog of war on.
  But as noted they still have to have terrain with the blocks_sight flag 
  so it's all still totally optional.

  I still need to make it so flying units can't see passed terrain with 
  the blocks_sight and not_flyable flags.
  And there's also that bug Allan found in the AI that changed somewhere 
  before dev 5 that still needs to be fixed.

  Here's the link for 1.11 dev 6:
  https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.11%20dev%206.zip

  Ian Reed

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