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 --- This email is free from viruses and malware because avast! Antivirus protection is active. http://www.avast.com