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

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 13 Mar 2015 23:27:26 +0000

That's right, yes.

On 13/03/2015 23:14, Monkey wrote:
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





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