Friday, August 03, 2012

FMH : Lizardmen & more

Been working away whenever I have some spare time to put in, knocked the following off the to do list. These haven't been pushed to the market version just yet. I'll release another update once I've finished a few more items on the todo list.
Hooray for progress!

New bits:
  • added Lizardmen
  • mounts now get their attacks against enemy units
  • leadership proxy - is general nearby? allow user to override units default ld and specify a generals ld value to use
  • updated to Kivy version 1.3
  • back button now works instead of quitting app
  • change UI layout for unit numbers
  • UI now tries to guide you through the unit choosing 
  • tree node press vibrates
  • accordion press vibrates
  • highlight unit numbers when switch to default unit models tab (20 and 5 for front rank)
  • flip both units accordions when 2 units have been chosen
  • lizardmen get their scaly skin armour values
  • put unit numbers in fight button 
  • put unit numbers in result box
  • unit log names updated to include their original number of models for easier identification if the user has chosen two units of the same name
  • stop model numbers buttons from turning off if pressed again
  • hammerers and other units were getting shields (and a ward save) allocated to them by mistake
  • Phoenix guard get their 4+ ward save now.
  • fixed a bug where if the front rank equalled the max num models that could hit in that unit, then the front rank wasn't counted.
  • if difference between strength and toughness was MORE than 2, it fell through the if/else check, and defaulted to a roll of 4 to wound.
  • limit number of melee rounds to 12
  • fixed bug where fear tests only passed if rolled less than leadership. Equal to leadership was a fail.
  • impact hits bug - only the top unit got impact hits (if the unit has the impact hits ability)

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