Ok, thanks. It actually does not update from the game for me so I will get it from the website. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Ian Reed Sent: Saturday, May 03, 2014 2:59 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Tactical Battle dev 44 It should update using the auto updater. If it doesn't work for you the website also has the updated Tactical Battle Dev.zip. On 5/3/2014 12:54 PM, Allan Thompson wrote: > Will TB update like it has been or is it only available thru the website? > > Thanks, > 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 > > > >