[ian-reeds-games] Re: Tactical Battle dev 44

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 3 May 2014 14:51:04 -0400

Thanks for working on TB  and fixing these things Craig. Thanks also to Ian.

al  


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
(Redacted sender "craigbrett17@xxxxxxx" for DMARC)
Sent: Saturday, May 03, 2014 10:02 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Tactical Battle dev 44

Hi all,

First off, I should probably mention that I've been offered the chance to
help out with the TB client as well now by Ian. 1 small step for TB, but 1
giant leap in understanding by me. Hopefully you'll like the fixes and
changes that I'll bring to TB.

As some of you may have noticed, there's a new version of TB in town! 
I'm working from memory here, but I'll try and summarise the changes that
have come in. The first two are curtesy of Ian.

1. For enemy turns, there is now a battle log, allowing you to quickly skip
over long turns. It works like a menu and goes away when you pick the Close
The Battle Log option at the bottom of the menu.
2. There is now the option of NVDA support for those of you using the NVDA
screen reader, so you can have things read out in a voice that you're used
to. Simply hold Alt and press O to toggle this. I believe it only supports
NVDA, I'm going from memory here. Apologies if I got this wrong.
3. Fixed a bug where specifying cost mods for specific skills didn't work
e.g move_actions_cost_mod=2. This should all be fine now.
4. The AI will no longer use self targeting skills to effect units on the
same tile. Self should mean self.
5. Fixed a bug where skills that caused effects and damage would kill the
unit, then apply the effect, then kill it again. This could cause trouble
with death transformations and other after_death events.
6. There is now an only_useable_on flag that works as the opposite to
not_useable_on. It will only let you or the AI target given units with that
skill or item. In cases where both are used, the game will give you a spoken
warning and then use the only_useable_on in preference.

There are also some script fixes, which were made all the more possible with
some game knowledge.

1. Transformations as effects should no longer crash the game and should
work as expected. This one I did need to look at the code to figure out.
2. On transformations, any carried items will now carry over to the new
unit.
3. Critical_hit_effects should now work.

I should apologize for the lack of announcement at the time. I hope this
hasn't left anyone too confused.

We hope you like!

Cheers, and hope all are well!

Craig

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