[ian-reeds-games] Tactical Battle 1.11 dev 9

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 06 Jan 2013 00:21:31 -0700

Hi all!

Dev 9 is here. It's a little more interesting than the last couple dev releases.

Here are the dchanges for dev 9:
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.

Hadi, 31 sort of solves number 1 of your top 3.
Maybe not exactly what you wanted, but it is closer than having doors that must be opened. A few other people mentioned this in the past as well, so hopefully everyone will enjoy it.

Allan, 30 fixes the bug where the zombies would not move after knocking down the fences on the first turn.
32 is for your pits in Kobold dungeon.
34 is another one you asked about, probably for use with breakable walls.

Craig, great to hear about your updated map pack. Perhaps the ai_wait_until_enemy_in_sight will be helpful for you as well.

Everyone, I think 35 is a pretty cool one as you now get more choice about how fog of war works in your maps.

Here's a snippet that I added to the user guide:
## Unseen and unexplored tiles
The game supports having unseen and unexplored tiles. In popular mainstream games this is often called fog of war.

* An unseen tile means you can see the terrain but not enemy units on it.
* An unexplored tile means you can't see the terrain or enemy units on it.

Map creators should set the use_unseen or use_unexplored flags on their maps if they want to use these fog of war features. If neither of those flags is set then the player will be able to see everything.

Since they are separate flags you can choose to have a map that starts explored so the player can see all terrain, but only see units when they get in sight range. Or you can have a map where everything starts unexplored but once explored the player can see it and any enemy units on it for the rest of the game.
Or use both to get both effects.

Flying units can see over terrain that normally block sight if they can fly over it.

Note that fog of war is really something that affects the player but not the AI so much. The AI's sight range may restrict what skills it can use but it will still come after your units even when it can't see them unless you set the ai_wait_until_enemy_in_sight flag.

Here's the link for dev 9:
https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.11%20dev%209.zip

I hope you enjoy it!
Ian Reed


Other related posts: