WOW! I feel like it is my birthday or something, lol. Thanks for this major update! al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Ian Reed To: ian-reeds-games@xxxxxxxxxxxxx Sent: Sunday, January 27, 2013 9:10 PM Subject: [ian-reeds-games] Tactical Battle 1.12 dev 3 Hey all! 1.12 dev 3 is here. It's a lot of good news and a little bad news. The bad news first: The new rounds and turns system has been implemented which means all the duration= flags need to be updated. Generally you will just divide the number by 2 to make it work in the new system as it did in the old. timer= victory and defeat flags need to be updated as well. Now on to the good news: 12 Added Team files that allow you to configure how many teams exist in your map pack and what names they have as well as how they feel about other teams. 13 Rewrote the way turns were handled to use a new Rounds and Turns system that is easier for everyone to understand. (This breaks old maps) 14 Added a no_turn Team flag that indicates that team does not get a turn. Useful for structures that do not belong to a particular team and don't need a turn. 15 Made it so that inflict and restore can be reduced to 0 due to modifiers and protects. 16 Added the following dynamic flags to Effects: health_ignore_max, health_restore, health_splash_restore, health_inflict, health_splash_inflict. 17 Added the splash_range flag to effects. 18 Added the ability to have effect flags affect specific skills. For example these flags could be used on an effect to affect the attack skill. attack_health_inflict_mod=, attack_health_restore_mod=, attack_actions_cost_mod= 19 Added a flag for terrain called special that makes it so that terrain is announced when pressing shift + T and the terrain sound is played whenever it becomes visible. 20 Added an allows_actions point flag and the shift + A hot key that announces any of your units who still have points that allow actions. 21 Revised the keys that give information and the ones that take you to the last source or target of an action. All descriptions of the current unit, terrain and their effects can be obtained by pressing shift + F4. 22 Added the shift + P hot key for cycling through possible targets of the current skill. Only useable when choosing a target for a skill. 23 Added an announce flag to effects. If present the game announces whenever that effect is added or removed on a unit. 24 Fixed the bug where AI would not take range modifiers into account when determining if it could use a skill. 25 Added a chance_mod= flag to effects and terrain. 26 Added a sight_range_mod= flag to effects and terrain. 27 Added a hidden flag to Point files that stops them from being announced to players when the F4 key is pressed. 28 Added a not_useable_on= flag to skills. It takes a comma separated list of unit types that this skill can not be used on. 29 Added a replace_terrain= flag on skills. 30 Added a fizzle_replace_terrain= flag on effects. Note this does not occur if the effect is removed before it fizzles. 12 was one of Craig's top 3 and the ability to define teams and their alliances was discussed by all of us. I remember Carlos specifically having some good thoughts on different types of neutral units. 16 is the ability to have effects cause initial damage or healing. 18 is one of Carlos' original top 3 and Hadi asked for it recently as well. 22 is the range finder for Allan. 24 is that very old bug Allan and Zak wanted fixed. 28 was the skill immunity in Craig's top 3. 29 and 30 are my first attempts at letting you control the changing of terrain. I expect we'll do more than these 2 but they are a good start. And most of the others are bug fixes or things people brought up recently. Craig, you might try your team charm script again as teams have been majorly redone and the script might work properly now. I've included the Getting Started maps minus a few music files so you guys can copy the teams folder which has teams that make the game work basically as it did in the past. There are a couple new sections in the user guide. Teams, rounds and turns, maybe that's all. And of course all the new flags are documented in their appropriate sections of the user guide. Here's the link for dev 3: https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.12%20dev%203.zip I'm not going to post this dev version on the map packs page until you've had a bit of a chance to update the duration stuff in your map packs. But let me know as soon as map packs are updated for dev 3 and I'll post it. Hope you all enjoy. Ian Reed