[ian-reeds-games] Re: Tactical Battle 2.0 dev 6 released, age of warlords corrupt server version

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 23 Aug 2015 07:01:48 -0600

Joshua,

Here is the link for the latest dev release:
http://blindaudiogames.com/downloads/Tactical%20Battle%20Dev.zip



On 8/22/2015 11:28 PM, Joshua Tubbs wrote:

Where can I get this beta? I don't think the check for updates option
will work I'm so far behind.

On 8/23/15, Devin Gutierrez <gut.devin91@xxxxxxxxx> wrote:
Hi, I am pretty new to this list, but I must sadly inform you that the
version of age of warlords currently on the download server is
corrupted. I downloaded it twice with tb dev and get this message
while installing. could not find settings.txt or author.txt in data
for tb\map packs\age of warlords. This error even persisted when I
decided to download the stable version and attempt a download from
there. please check for corrupt installs on the server.
Respectfully,
Devin.


On 8/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Alright, will send you one in a bit!

On 8/22/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
I've updated now, so any time you want to send over the latest version
of
the pack, I'm ready for it. Your maps are really something. :)

Date: Sat, 22 Aug 2015 19:48:32 -0600
Subject: [ian-reeds-games] Re: Tactical Battle 2.0 dev 6 released
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

That's odd, when we were testing I remember it telling me who logged
both on and off...



On 8/22/15, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote:
Have a couple weird things with multiplayer and announcing players
who
log on and off. It doesn't seem to announce if a player logs on, but
it
announces when they log off. It also announces if a player logs off
even
when you are in a match, which it probably shouldn't do. Also, it
would
be cool if you could view the list of online players in the pregame
menu
so you could ask them to join you.
Other than that, this is really great! I'll probably create some
multiplayer maps, and if you want some nice battles you can put the
multiplayer map into age of warlords, because there are a lot of cool
maps to multiplayer on.



On 8/22/2015 6:37 PM, Craig Brett (Redacted sender
craigbrett17@xxxxxxx
for DMARC) wrote:
Hi all Battling Tacticianers,

I'm happy, and just a little relieved, to be able to announce the
release of Tactical Battle 2.0 dev 6! Here is the hopefully pleasing
change log. It's taken directly from the change log file, so I'm
afraid the numbers will be a little out.

33. Made it so that tile, effect and tile step sounds don't play for
flying units, since they're flying and wouldn't cause stepping
sounds.
34. Introduced a storyline flag to map pack settings. If specified,
maps are unlocked in the map pack 1 at a time, meaning a player has
to
complete the previous map before they move onto the next one. This
persists across game restarts.
35. Added a storyline_starts_at flag to map pack settings, allowing
map pack authors to specify what the last map is before the other
maps
have to be unlocked.
36. In storyline map packs, after a map has been completed and if
it's
not the last map in the storyline, we give a "go to next map" option
as the first option on the victory screen.
37. Had a bit of a rewrite around adding or removing skills, which
should fix a bug around accidentally removing a skill from all users
of a skill.
38. Fixed a bug where sight range mods could put a unit's sight
range
below 0, meaning that a unit cannot even see itself.
39. Moved shared.CreateItem function from the shared object to the
Inventory object, it's now Inventory.CreateAndAddItem(itemName).
This
has several benefits, including not needing to take as many steps to
add an item to a unit or tile.
40. Documented FriendlyType for units and FriendlyName for skills,
items, effects and terrains, since I noticed they weren't.
41. Changed AI summoning logic to pick one of its useable summoning
skills at random.
42. Added a description of unit inheritance into the map making
documentation
43. Made it so that start and end turn restores and step restores
will
respect point_ignore_max.
44. Fixed a bug where using friendly skills on units from teams set
as
a friend team of the user was considered invalid. Similarly, using
enemy skills on said same units was considered valid when it
shouldn't
be. This should now be fixed.
45. Fixed a bug where it was possible to do damage to a unit after
they'd been removed from the map, causing additional AtZero effects
to
be calculated. This particularly caused problems in the case of
AtZero
effects coupled with the transforms_into script.
46. Fixed a bug where the AI would attack units that have been
removed
from the map by the previous turn from the same AI unit.
47. Fixed a reported enumeration modified exception that could cause
a
crash.
48. Added a no_announce flag to skills and items, which will prevent
the game announcing their usage, for players that want to manually
handle that side of thing through script flags.
49. Added an after_unit_move script event.
50. Fixed a bug where after_effect_fizzled script events weren't
firing for tile effects when used in the new script flag syntax
51. Added a silence_changes flag to points files, allowing map
creators to suppress announcement of point restores or inflicts on
that point.
52. Exposed Unit.GetEquippedItems to scripters.
53. Exposed Unit.Flying and documented Unit.IsFlying() to scripters.
54. Fixed a bug where you could press enter/space on an
unseen/unexplored tile and view the menu of a unit there.
55. Fixed a bug where friendly_name wouldn't parse on terrain.
56. Documented how to use sound for map intro_text, victory_text and
defeat_text in the map making guide.
57. Documented Tile.Terrain for scripters. It seems it was already
there, even with ScriptFlags.
58. Fixed a bug where point inflictions caused by effects wouldn't
play nicely with before_point_damage and after_point_damage.
59. Documented the readonly properties item.Stackable,
item.Equippable, and item.Useable.

Oh, I almost forgot, some other changes!

1. Reintroduced online multiplayer. Massive amounts of code change
for
this.
2. Removed the option to load a saved multiplayer game, for now.
3. Added a who is online option to the multiplayer menu that will
list
all online players.
4. Added a multiplayer and a multiplayer_only flag to map packs.
Multiplayer allows it to show up when selecting a map to host for a
multiplayer game. multiplayer_only also prevents it from showing up
in
the single player map pack selection screen.
5. Some significant improvements to only playing speech/sound for
things that the player can see.
6. Allow game creaters to rename any unit/structure on the map.
Other
players can rename any unit on their team. Names that players who
aren't the creater give to units who aren't on their team won't be
seen by other players in multiplayer.
7. Hide games that need map packs that the user doesn't have.
8. If a client player leaves during a game, the other players will
receive a message and their team will be switched to run as AI.
9. Added some multiplayer documentation to the user guide.
10. Made it so that the server announces newly created games to
players who aren't currently in a game

I hope you can now see hwy this one took so long to get ready!

I've also included my scripts, which have the following new updates.

* Use the new GetEquippedItems function to move all equipped items
on
a transform to the new unit's inventory, not just the unequipped
ones
* Made critical_hit_chance_mods (including defence) work on equipped
items as well
* Implemented a move_other_unit_immune flag on a unit to prevent it
from ever being moved with the move_other_unit script
* Made move_other_unit_immune usable with effects and equipped
items,
which can now also prevent a unit being moved
* Made critical_hit_immune usable with effects and equipped items,
allowing them to grant immunity to critical hits.
* Fixed a bug where move_other_unit would readd a unit to the map,
rather than just moving it. Needed since now we have after_movement
type scripting that cares how a unit moves.

Also included are script updates from Monkey (aka ShadowMamba) and
Carlos (aka KeyWasFull).

I'd like to give special thanks to Monkey for giving his time and
effort to help test this release. Between us, we found and I fixed
about 30 different issues, particularly around multiplayer. Thanks!

I hope you all like. Please let me know if you have any questions.
And
hope to see you all online!

Craig




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



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





Other related posts: