[ian-reeds-games] Re: Tactical Battle 2.0 dev 8

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 4 Jan 2016 17:02:22 -0500

Hey! It must be my birthday, grin.
Thanks to everyone. That passive skill impassable thing is going to get some
serious use.
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
(Redacted sender "craigbrett17" for DMARC)
Sent: Monday, January 04, 2016 3:45 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Tactical Battle 2.0 dev 8

Hi all,

I'm happy to announce that Tactical Battle 2.0 dev 8 is now ready for
use. Feel free to get it from the update option in your TB main menu or
else from the following link:
http://blindaudiogames.com/downloads/Tactical%20Battle%20Dev.zip

The changes in this version are:

1. Added an item take_sound flag, to play a sound when you pick up an item.
2. Implemented an insufficient_points_message flag for points, that
allows you to customize the message spoken when trying to use a skill
that you don't have enough points for.
3. Fixed a bug where point friendly names weren't being used when
reading inflict or restore messages.
4. Fixed a bug where silenced point changes might still be announced
over multiplayer.
5. Made it so that while waiting for another human player to take their
turn in multiplayer, you will hear sounds and messages, regardless of
your battle log settings. AI turns will still not be announced until the
battle log. If you have battle log on, you will still get the battle log
at the end of the turn.
6. Made it so that passive skills can also have the impassable flag on
them, to make a unit or structure impassable.
7. Introduced a tile.IsValidDestinationFor function for scripters, which
incorporates the tile.CanHold logic as well as passable and flyable
terrain checks.
8. Fixed a bug where splash effects that weren't able to be added due to
effect immunities or the effect applying skill killing the target unit
caused a crash.
9. Fixed a bug where effects wouldn't be passed through to
AfterPointDamage scripts in some instances

Along with this, I've included the latest versions of the scripts of
ShadowMamba, KeeWasFull and myself. I'm not sure on their changelogs,
but the changes to my scripts are just these two:

* Made the {1} placeholder in the success_message flag apply to tiles if
there is no unit targeted
* Used tile.IsValidDestinationFor instead of tile.CanHold to make
move_other_unit scripts respect tile impassability and such like

These should fix some nasty bugs and in particular, fix one of the
bigger issues with online, namely not knowing what's going on while you
wait for an opponent to take a turn if you have battle log on.

Any feedback on these changes is of course, gratefully appreciated. And
let me know if you have any questions.

We hope you like the changes!

Enjoy,
Craig

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Download the latest dev version of Tactical Battle here:
http://blindaudiogames.com/downloads/Tactical%20Battle%20Dev.zip



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Download the latest dev version of Tactical Battle here:
http://blindaudiogames.com/downloads/Tactical%20Battle%20Dev.zip

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