Module:Guild Ball

Files

 * }

Comments
GB4.5 - Main Release Build

This is the final-release Vassal module for Guild Ball. The module fully supports the final released version of the rules. The full rule set and much more information about the game can be found at GUILD BALL

The module was rebuilt for version 4.5 help it run faster and bring it in line with the released rule-set. Some old functionality was removed such as automatically working out Influence pools at the start of turn, this was causing the whole module to feel slow and clunky.


 * The Reference window were rebuilt to make use of the official card artwork and I also built some Quick Reference Sheets which can be accessed through it.
 * Players and Ball rebuilt to match new rules. All Scatter is now on the ball as only the ball scatters in the final version of the game. Players were updated to include Taken-Out and Icy-Sponge markers.
 * VP marker replaced the old Influence markers of yester year.
 * I've also used this rebuild as a chance to put in a 3v3 mode with a 2'x2' board, this includes the 6 demo versions of characters which can be found at the bottom of the Home and Visiting Rosters in the Demo Team pulldown.

GB4.51 - Minor Update


 * I had originally removed the Taken-Out condition from the Demo Models, but it turns out that there are a lot of functions that rely on it that, so don't work if it's missing (the most important being influence). So I've added it back
 * When you rolled for initiative it cleared your MP. Which is fine unless you both roll the same total. So I've combined both rolls together into a single button push and set it to reroll if both sides roll the same total. It only clears the MP when one side wins initiative. Once that was in place it felt pointless keeping the New Turn and Initiative rolls seperate so they are all now a single button press.
 * The little (s) that shows a model is the Starter version not the Main version was covering up some of the influence so I shifted it a pixel or 2.

GB4.52 - Minor Update
 * Updated graphics for Kick Scatter. Added Ball-path to make it easier to work out interception modifiers, and longer easier to see trail to make it easier to line up with kicker.
 * Extended 1 line on Standard Scatter to make it easier to line up with the Goal
 * Added Clone to models and ball as some people prefer to clone a piece when there is a tricky move, so they can use the original model as a reference point.

GB4.53 - Minor Update
 * It was hard to select players totally under templates, so have added a small handle in the center to move them. This means that clicking anywhere else on the Template will select models under it
 * Changed all tape measures to persistent, due to request

GB4.54 - Major Update

OK a lot of changes under the bonnet on this one, but you won't really see them. It should make it much easier for me to manage changes to characters so all good.


 * 1) Added "Show Travel Path" on players [Ctrl+E]. This brings up a trail similar to the ball trail which shows the path the model will take if it moves in a straight line. It's really useful to check if charges will take you through other models melee zones, or to check if you will clear a piece of terrain.
 * 2) Increase the size of the Wound text. I've spent ages trying out lots of different fonts, and I think I've found one which is much more readable without taking up a huge amount more room. I've also went into each character and entered the info for their Icy Sponge levels, this has allowed me to make the Wound number glow blue when it's at an Icy Sponge level, which should help speed up models coming back onto the pitch. You look at the number of Icy Sponge tokens and then [Ctrl+NumPlus] till you hit the right Wound value. Also as this info is in, I've now set it so models who can't come back in don't have Icy Sponge counters.
 * 3) Fixed Fangtooth's Max-INF.
 * 4) Fixed Honours Legendary Play so she gets the influence bonus as she is in the pulse.
 * 5) Horizontal scroll bar on main screen should now show if you have a smaller screen.

Control Changes

I've moved a few items in the menus, Kick Scatter Template and Standard Scatter Template are now in the Scatter pull down rather than core. Some people were also having some issues due to the dice rolling being on the numbers and key strokes without a Ctrl, Shift or Alt modifier.


 * Free Rotate now has an alternative keystroke on [Ctrl+T] for keyboards without [End]
 * Melee Zone is now on [Ctrl+Q]
 * Player special abilities are now on [Ctrl+W], [Ctrl+Alt+W], [Ctrl+Alt+Shift+W]
 * Dice rolls are now on [Ctr+F1] - [Ctrl+F10] & [Ctrl+Alt+F1] - [Ctrl+Alt+F12], which means they now match closer to the Auras which are on [Ctr+1] - *[Ctrl+0] & [Ctrl+Alt+1] - [Ctrl+Alt+0]