--The static "slide show" style narration box now has text that tells the user to click to advance to the next "slide" (you would be amazed how many people just sit there waiting for the text to change on its own without this notification there)
--Enemy AI tweak--the CPU now takes enemy counterattack potential into account when choosing potential targets outside of a character's immediate vicinity
--Recoded tags to support tags with variable parameters attached; existing tags in maps and such should not be affected
--New tag!
TreatAsArmy Use it on a battlefield object with an army number as a parameter. This will cause the AI interact with it as if it were a character of that army. For instance, to have the enemy armies treat a bush as if it were one of the player's characters, you'd do this:
<Unit tag="Add,TreatAsArmy,0">0,99,Bush,17,19,None,None</Unit>--New tag!
TargetValue Use it on a character or battlefield object with a Number as a parameter--whatever number you pick, the AI will use it as a multiplier when deciding its value as a target during the battle. For instance, if you wanted to increase the bush's value as a target to 250% of its normal value, you'd do this:
<Unit tag="Add,TreatAsArmy,0/Add,TargetValue,2.5">0,99,Bush,17,19,None,None</Unit>--used the above tags to effectively give the AI a secondary objective in one of the battles of hacking a shortcut through the underbrush if the player tries to hide a vulnerable character back there
