Lazersquad new scenario (squad multiplayer scenario)

Discussion and development of scenarios and campaigns for the game.

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Gwledig
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Re: Lazersquad new scenario (squad multiplayer scenario)

Post by Gwledig »

Lazersquad 2.2 -
Ranged weapons such as pistol, lazer, rpg, grenade etc. now allow positioning when discharged, if you initially move the projectile to another chosen starting hex the projectile moves are restored.
Many small updates related to the above (such as removal of vision from projeciles so they can't be used to scout).
Movement is set to 0 after discharging a ranged weapon due to above changes.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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Gwledig
Posts: 539
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Lazersquad new scenario (squad multiplayer scenario)

Post by Gwledig »

Lazersquad updated to 2.3 -
Multiple firing/ ranged spells on same turn is restored (so can fire/cast fireball etc. multiple times, costing 1 mv each time).
Re-positioning projectiles improved - if you move the unit firing the projectile before re-positioning, you are then unable to reposition the projectile further (preventing odd behaviour such as projectile following unit across map).
Shortened many menu/recruit text lists.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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Gwledig
Posts: 539
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Lazersquad new scenario (squad multiplayer scenario)

Post by Gwledig »

Lazersquad 2.4 update -
Further improvement to projectile re-positioning and related WML, so you can move a 'fired' projectile (ranged action) to a preferred starting hex adjacent to the firing unit, restoring moves before you actually move it to attack. In this revision, if you 'fire' projectiles and move the firing unit, this cancels the ability of the projectiles already fired to be re-positioned, the WML is now improved to ensure this is now totally accurate, ensuring that you can still reposition projectiles if the firing unit did not move yet, but cancelling the ability to move those after you moved the firing unit. Without this improvement you would be able to move the firing unit across the map and move projectiles with the unit, resetting moves each time.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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Gwledig
Posts: 539
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Lazersquad new scenario (squad multiplayer scenario)

Post by Gwledig »

Lazersquad 2.5 minor update
removed some redundant WML from new projectile macro, shortened some recruit menu text.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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Gwledig
Posts: 539
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Lazersquad new scenario (squad multiplayer scenario)

Post by Gwledig »

Minor update 2.6 where a variable name was changed to avoid conflict with a system variable.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 539
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Lazersquad new scenario (squad multiplayer scenario)

Post by Gwledig »

Lazersquad 2.7 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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