Thanks for the update! I had one more item for suggestion. Can there be a victory condition that allots the victory to the team with the most points. For instance gold, or sacred objects, or really for anything. example is the map I am working on has the goal of getting the most loot and racing back tot he main area where it starts. The problem is that a unit can just move one space and wint he game. If a condition wasn't met, like the unit didn't have a thousand gold, it would not allow the victory. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Ian Reed To: ian-reeds-games@xxxxxxxxxxxxx Sent: Monday, January 28, 2013 2:34 PM Subject: [ian-reeds-games] Tactical Battle 1.12 dev 4 Hey all! I'm releasing dev 4. The only change is that it fixes the bug where escape, death, and defeat conditions would crash the game. Zak, interesting idea about adjusting skills and point gains on a per team basis. I really like the idea as giving the AI advantages is the easiest way to make maps more difficult. There could even be difficulty levels where the only difference is the advantage the AI gets. A good example would be Craig's command and conquer maps where you'd just give the AI more command points and actions for it's structures each turn than the player gets. Well, not sure when I'll get to it, but it's on my list now. Garrett, as you know the existing chance= flag can cause a skill to fail. The fail works as the miss you described. Meaning that any cost of the skill such as actions_cost are still consumed even though the skill failed. This can be used to simulate both a missed attack or a spell that failed to be cast properly. Allan, I only realized later that my door idea won't work for your zombie maps as your doors are intended to have health and be destroyed by the zombies. Your comment on the default team unit flags was really good. I actually hadn't thought about it that way. Here's the link for dev 4: https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.12%20dev%204.zip Ian Reed