1.4.0/1.4.1 Update Details

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

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pipfromslitherine
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1.4.0/1.4.1 Update Details

Post by pipfromslitherine »

Update: 1.4.1 fixes a bug with half-completed MP turns which only came to light just after the patch went live...

New! 1.4.0

+ Download and play user scenarios instantly from inside the game
+ Editor plugin system - Victory Point and Random Enemy plugins
+ 2 new skirmish scenarios with randomised enemy forces
+ 2 new multiplayer maps (Christmas Surprise and Buying Time)
+ Two new bonuses - Resupply and Rally
+ New script commands for even more modding power


User Content
New button on the Campaign screen allows you to download content directly from our servers, and play instantly. We'll be harvesting all the best user content and making it available through this system. The initial missions include custom units, art, and scripting - all from the community!

Editor
The plugin system allows for graphical interfaces for common scripting tasks. The first plugins we have built allow for fast and simple Victory Point setups, and also a Random Enemy plugin which will purchase random units for each AI team based on the points each team is given. Also a quick and easy way to edge the water. Hit the new Plugins button on the editor panel to get started.

Bonuses
Resupply your troops with ammo and charges, or Rally their morale so they will hold the line.

New Script Commands
New script commands give even more access to the game for enhanced modding. Plus - globals can now be accessed using indexes, and there is a 256 entry temporary array which can be used inside a function for processing data. New commands listed below, more details in the autodocs!

Fixes
+ Added briefings to multiplayer and skirmish missions to help new players.
+ SFX fixes on many units.
+ Fixes to non-localised text
+ Added warnings to explain what could cause a miss to happen verses armour (movement, small target, etc).
+ Script array commands, ClearArray, SetArray, GetArray.
+ Script commands: GetSideID, RemoveTile, IsUnitFixed, GetUnitCost.
Last edited by pipfromslitherine on Thu Oct 21, 2010 4:33 pm, edited 3 times in total.
junk2drive
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Post by junk2drive »

Looks good. Can't wait to get home to try it.
CharlyG
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Post by CharlyG »

Good news. :D
Can we continue our old games with the new patch ?
pipfromslitherine
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Post by pipfromslitherine »

Yes - we always try and keep versions compatible. There are sometimes small irregularities as the scripts etc change, but they won't affect gameplay dramatically.

Cheers

Pip
junk2drive
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Post by junk2drive »

Finally got to play with it. The UI features are good. The flag placement is a blessing. I'll have to redo some of my scenarios.
pipfromslitherine
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Post by pipfromslitherine »

I think it will allow people without the script skills of you and the other core modders to build some interesting scenarios. But it doesn't prevent the new units, actions, and other cool stuff either.

Cheers

Pip
Thorwaldsson
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Post by Thorwaldsson »

"Click to edge all water"
Just made an account to say this made my day. Thanks :D
IainMcNeil
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Post by IainMcNeil »

Great - glad you are enjoying it!
junk2drive
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Post by junk2drive »

Note that you will first be prompted to update for 1.4.0 then again for 1.4.1
pipfromslitherine
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Post by pipfromslitherine »

Correct. Once we're sure we haven't missed anything else, I'll be doing a 1.3.3->1.4.1 update to clean things up. The updated updater in 1.4.0 (which you might need to re-authorise for your firewall) actually does all pending updates in one go now, which should simplify things going forward.

Cheers

Pip
Acererak
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Post by Acererak »

MP Maps have also been updated (with flags and objectives) for everyone applying this patch then?

Just wondering, since not in the list here.

Also wonder if the new units Bonuses (Resupply/Rally) are just to be used for modders or already been included to some units in the game...

Thanks guys!
pipfromslitherine
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Post by pipfromslitherine »

The game forces anyone playing MP to update. IIRC we did updates to the MP maps in a previous version, though I could be wrong! ;)

This one does include release versions of what were previously beta maps, so there are a load of new maps for everyone - we should probably add that to the notes!

Cheers

Pip
pipfromslitherine
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Post by pipfromslitherine »

Updated the notes to make sure everyone knows about the 2 new MP maps, and the 2 new skirmish maps which feature randomised enemy forces. I know there were a lot of people who wanted more random fights, so these (and the many I am sure people will use the plugin to create) should scratch that itch!

Cheers

Pip
Jugger
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Fantastic Patch

Post by Jugger »

:D Much appreciated for all of us who have problems scripting the victory markers as well as the number of turns. The water edging tool is a great idea also. Keep up the good work maybe a reinforcement tab/plugin for a future patch?
Ryben
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Post by Ryben »

With the new Patch now, when i fire upon a target a message appears warning me that i´ve moved fast and the target is less likely to be hit. Or that target have a low profile. EACH time.

100% annoying. Could it be turned off?
IainMcNeil
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Post by IainMcNeil »

The frequency will drop each time the message appears. It is intended for new players but existing players so might be slighly odd for existing players.

If it doesnt slow down let us know!
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New official Multiplayer maps?

Post by PirateJock_Wargamer »

Which are the new official Multiplayer maps, i.e. the ones loaded in the root game not in the My Documents/Documents section?

Aren't there more than 2? For example, in the Bulge section I believe we previously had Winter Village & Close Combat only but now we have these plus Buying Time, A Christmas Surprise & Race for the Town; which previously were Beta2 maps. Are there others in the other sections?
Ryben
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Post by Ryben »

First day the Update was release there was some new MP and SP scenarios (Japan one included) in the new folder section but now are gone and i´m pretty sure i didn´t downloaded them. What happened?
IainMcNeil
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Post by IainMcNeil »

Click on Campaigns, click the user content button top left. The scenarios are all there unless you have them already. If you have them already scroll down your campaign list. If you have no internet connection you wont see the maps obviously.
junk2drive
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Post by junk2drive »

I don't find a change log. How do we know what has changed?

Most people won't care or need to know. It occurred to me today that I originally copied the desert campaign to my campaigns folder and started modding away. Each new project was a copy of the previous folder. Now I have some scripts from the old version and I find some have changed in this version.

I can go through and check and replace any that have changed. It probably doesn't effect finished work but WIP may benefit from new scripts.

Just a thought for the future.
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