[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 17:33:45 -0600

Alright. Thanks for clarifying!

On 3/13/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
> 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
>>>
>>>
>>
>
>
>


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

Other related posts: