Hi Ian, I decided to do a quick fight. So I made all physical attacks on kobold dungeon have a fifty percent chance. I avoided doing that with the magic and the spiritual weapon since that is, technically, magic. Well, how odd it was. Suddenly, with a greater chance to miss, my characters were suffering more damage. That is because more kobolds were surviving int he initial assault. I actually had to call up the reinforcements and get the clerics mace dirty, and the wizardess was shooting magic missile like crazy, cause she was the only one hitting after a while, lol. Finally my guys started hitting and so got to the pit. I sent the range over to the left, and the dwarf berserker to the right. The ranger proceeded to waste several arrows missing the kobolds, while the dwarf hit once and whiffed a lot. My cleric had to send spiritual weapons to both sides just to break thru, to make room for more units to come along. I got the warrior over next turn, and after he hit a few, he got slammed with arrows. I was actually worried that he was going to die, and had to take a healing potion. That never happened before. Well the kobold guards came down, and finally, after taking a beating my guys rallied and kicked kobold butt. I suddenly realized that when a enemy unit drinks a healing potion, it actually has value, cause there is no assurance you can take those points away next turn. The one thing I immediatly realized, was that Hadi had the right idea about multiple sounds. Only, there needs to be sounds for a success, and for a failure. Especially the attacks. Whenever the program said "attempts" I know it is a failure, lol, so that worked just fine. I could interrupt that with hitting the control key and press on. Overall, the chance= is a great success in my book. I know that upon playing that same scenario again, it may turn out totally diffrent. That is exactly what is needed, at least for this map. I can't wait to see damage working, and to see the ability to modify damage and chance in later updates! al " Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Ian Reed To: ian-reeds-games@xxxxxxxxxxxxx Sent: Sunday, January 20, 2013 12:39 AM Subject: [ian-reeds-games] Tactical Battle 1.12 dev 1 Hi all! Version 1.12 dev 1 is ready. These are the changes for 1.12 dev 1: 1 Added ability to specify numbers as ranges or dice rolls for flags related to inflict, restore and protect. 2 Added a chance= flag to skills that takes a number between 1 and 100 to indicate the chance of that skill succeeding. 3 Added the ability to do scripting in the game to add new features. 4 Added a Scripting Guide that documents how to do scripting in Tactical Battle. Here's the full list of flags that now support ranges and dice rolls: inflict splash_inflict restore splash_restore step_inflict step_restore start_turn_inflict start_turn_restore end_turn_inflict end_turn_restore protect inflict_mod restore_mod I'm going to respond to some of the emails you guys sent. I'm short on time though so I'm sorry for not doing them justice. Zak, great feedback about the 3 games and I appreciate your note about why TB's multiplayer would still be a unique experience from the other 2 games. Allan, though responding to your thoughts on the RPG Maker was a big task it definitely helped me to think through more of that stuff and was very beneficial. Definitely months, maybe a year though I really hope it can be sooner than that. We'll see how life goes. Craig, no rush. Let me know whenever you've got it ready. Michael, good to know you don't mind SAPI. I'll probably see what I can do about supporting both in the best way for each unless the level of effort to get good timing between speech and sounds becomes too unruly. Thanks for your appreciation of me and the map creators. It's really amazing how much better the game has become since I stopped making maps and let everyone else do all that hard work. Austen, interesting thought on only allowing diagonal movement on a per unit basis. My first version of diagonals will be map wide since it also changes how range is calculated. But I don't see why we couldn't then add diagonal movement or movement restrictions on a per unit basis if map creators find that useful. Here's the link for 1.12 dev 1: https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.12%20dev%201.zip I'll be sending another email shortly directed to the scripters. Ian Reed