[ian-reeds-games] Re: Tactical Battle 2.0 dev 3 is here

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 13 Mar 2015 17:14:01 -0600

Awesome!
About the friendly fire flags... I currently can't make a skill that
does splash damage to only units on the same team as the user, right?
It will either affect enemies or everyone, depending on the flag you
use?

On 3/13/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
> Hi all,
>
> I'm happy to announce that Tactical Battle 2.0 dev 3 is now ready!
>
> It should work with the updater, but if not, you can get it from here:
> http://blindaudiogames.com/downloads/Tactical%20Battle%20Dev.zip
>
> Here's the change log.
>
> 1. Fixed a bug where putting none in a unit's terrain_limit flag would
> be ignored and the unit wouldn't be able to move on none terrain.
> 2. Introduced an impassable_terrain property for units, which works like
> an inverse terrain_limit. If both are specified, impassable_terrain is
> taken by default as it's likely to be smaller.
> 3. Renamed terrain_limit to passable_terrain in documentation and in
> code. The flag terrain_limit will still work for backwards
> compatibility, but with the introduction of impassable_terrain,
> passable_terrain felt like a more natural name for its opposite
> counterpart.
> 4. Added an enable_friendly_fire boolean flag to maps. This is true by
> default. Can be set to false either by specifying
> enable_friendly_fire=false or disable_friendly_fire on a map. When set
> to false, splash damage does not effect units on the same team as the
> skill user.
> 5. Added a can_friendly_fire flag to skills. This is false by default.
> This serves to override disable_friendly_fire at a skill level. Skills
> with this set will still cause friendly fire damage even when on a map
> with disable_friendly_fire.
> 6. Updated documentation to include UnitPoint.LookupName, which was
> exposed but not mentioned. Can be used to see the point's name, as you
> can imagine. May be useful for script debugging, as much as anything else.
> 7. Added a before_point_damage and after_point_damage script event for
> scripters. Before point damage should return an object with wasHandled
> set to false or true, dependent on whether the scripter wants the rest
> of that point's damaging logic to occur. Kind of like a mini-version of
> override causers.
> 8. Put in a change so that we no longer announce the turns of teams that
> have no units on the map. Having verbose in your game.config will mean
> you still hear the turns of these teams, but otherwise these teams's
> turns will pass silently.
> 9. Implemented shared.GetEffectObjectByName,
> shared.GetSkillObjectByName, shared.GetItemObjectByName and
> shared.GetUnitObjectByName functions for scripters to get at the
> respective objects of a map pack without them needing to be parsed in to
> a function.
>
> This update also comes bundled with the latest versions of Carlos's and
> Victorious's scripts for you all to use.
>
> We hope you like the changes.
>
> Enjoy!
>
> Craig
>
>


-- 
-Mew
__________
http://www.savethefrogs.com/

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