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

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 11 Jan 2013 01:30:28 -0700

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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