Hi carlos, I think there is a work around for that vampiric touch. If I remember right, you wanted blood to be taken from the victim and given to the vampire. I pulled this off with a transporter skill so I think it might do the job. The vampire touch skill needs to do the damage, but also set up a self_effects=drain or something similar. In the drain effect, set it up as duration=1 blood_end_turn_restore=x where X is the number of blood taken fromt eh victim int he vampire touch skill. So While it isn't immediate, at the end of that turn,t hey gaint he benifits of that blood. What do you think? Will it work for you? al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Ian Reed To: ian-reeds-games@xxxxxxxxxxxxx Sent: Thursday, December 27, 2012 1:53 AM Subject: [ian-reeds-games] Re: tomb robber vampire level Hi all! Carlos, I've noted the drain life skill you requested and I'll think of a good way to solve it at some point. Sounds like your third tomb robber map is a hit. Allan, I've added the item about not being able to use skills that give no benefit to my list. You mentioned the issue of verbosity during the AI's turn. Thanks for noting it's not a dig at me, that helps keep my feelings in tact. smile. Since you brought it up and I'm in the middle of it I wanted to let everyone know that I'm working on the sight range stuff for units. So the version I expect to get done this weekend will include unseen tiles and unexplored tiles. Unexplored tiles are tiles you have never seen, and so you don't even know the terrain on those tiles. Unseen tiles are tiles that you have seen before but can't see at the moment, they will announce the terrain, but will hide any enemy units on the tile. After this weekend I'll be working on the line of sight feature Allan requested. It will work for stopping units from shooting through walls and also affects what you can see in a different way than just having a range you can see in all directions. The math for it hurt my brain, but I got some help and now I have a good plan for it. I think it will greatly reduce the verbosity of the enemy's turn and help out Carlos' maps so you don't know what is behind the next door, and there can be more rooms to explore since you don't have to wait through all the units all the time. It should also help Austen's very large maps with tons of units. And the line of sight stuff will change Allan's zombie map so you can't shoot through walls. On another note, the new version also includes a preferences menu for toggling how the Y coordinate is announced, and a toggle for turning off the extra coordinate announcements during the AI's turn. Anyway, I think it will be a great update and just wanted to share it with everyone. Ian Reed