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

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 3 May 2014 16:22:44 -0400

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
>
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