Minor, but deserving of a bump.
cardinaldirection
Try exiting the unit design screen and re-entering, or saving and reloading. This happens quite frequently with not only various articles of equipment and clothing, but also traits.
[quote who="Trojasmic" reply="6" id="3238709"]This is still a problem in .981. I've had times where I have clicked to move to a tile where a monster is. Save the game. Load the game. I'm immediately greeted with the Attack screen (cuz my guy moved to the tile), I hit cancel, I end up on the same tile as the monster both of us standing there.[/quote] I have experienced this as well, and will upload the save next time it happens.
I wonder if there's an issue at map generation where tiles and the locations upon them are being written at the same time, potentially causing data corruption. Seems highly unlikely, but might also explain some other instances of a tile not being represented by the correct graphic.
Here's a final; on my way out but I'll PM you individual slices and work up some button states a bit later:
Can we consolidate the entire main menu into one navigation on the left so as to remove the feeling of two screens; and lock the backgrounds inside the individual pages to the bottom left corner so they crop off naturally in the top right, instead of stretching them? I feel Save makes most sense in the main menu, but I supposed it could (also?) be squeezed in after Rewards? Try a complet
[quote who="Frogboy" reply="11" id="3238433"] We have a rich world here to play with here. I can't way to see what directions we, as a community / development team take it in the years ahead.[/quote] [e digicons]:beer:[/e]
Nice to put some voices to text, but I am left wondering if Derek wears that helmet of Kael's around the office? [e digicons]*_*[/e]
Good. Although I don't feel truly comfortable voting yet, needing more time with yesterdays update. The base game is brilliant, and shaping up exceptionally fast as we near launch. A few mechanics could be tied together for a much more cohesive gameplay experience, and the UI definitely needs polish. Unfortunately these issues and a few outstanding bugs are what the general reviewers are going to notice most, as they contribute to an overall feeling of incompletene
[quote who="Murteas" reply="94" id="3238314"] Also, I don't know that it matters for your design, but you definitely have to create the objectives before doing the order (the order is the order of the created objectives).[/quote] Ah thanks for pointing that out, I actually had them completely backwards for a bit. [quote who="Murteas" reply="94" id="3238314"]What do you think about the size for the app. Should we allow the app to be resized?
[quote who="mqpiffle" reply="13" id="3238323"] This is exactly what I'm talking about. This way super-fast units won't pop regen or poison faster than slower units. Then these spells can be more easily balanced, which they need to be.[/quote] Strongly disagree, separating tick timers from the units they are associated with is highly counter-intuitive, merely acts as a band-aid for lower level mechanical imbalances, and actually removes a lot of
[quote who="mqpiffle" reply="6" id="3238301"]and encumbrance should negate dodge as well as initiative.[/quote] Yup.
[quote who="Heavenfall" reply="1" id="3238199"]Yeah, this really doesn't make any sense. The best way (according to traditional fantasy lore anyway) to cast spells is standing still with a robe and maybe a staff, chanting some evil shit. Not kiting enemies around the battlefield while wearing plate armor on a +6 initiative warg with a +4 initiative dagger.[/quote] Agreed; with the OP's suggestion as well. This is also an area in which addressing initiative
Let's consolidate a bit and bring the app together into one page:
The notion of injuries being curable is interesting.
I have actually had many accounts of a tile not being represented by the correct graphic (or the inverse I suppose). This has occurred less as of late and I hadn't noticed it in 981.1, but it appears the issue is still being ironed out.
[quote who="Kongdej" reply="6" id="3237905"]Forgot to support this sillyness... https://forums.elementalgame.com/432220 In the screenshot over there you see the air elemental "Ferrying" air shrills over the mountain. Sincerely ~ Kongdej[/quote] So it is possible .
Beautiful, thank you. [e digicons]:star:[/e] I highly recommend reading the wall folks. I don't think the trait system has even begun to be used to it's full extent, especially in regard to how units related to each other, and the map.
[quote who="EmilBoev" reply="44" id="3237672"]Tried reading this story, and google translate helps a lot. Feels like played game already. Looks impressive and complicated, and very very smart. It on Steam, and thinking buy for myself. BUT! I see Tuidjy writes story. How much is game, and how much is story of Tuidjy? For example: Is really Othollo help people? Is really Magnar slaves escaped? Is really trade and cooperation with three
[quote who="Derek Paxton" reply="126" id="3237602"] I agree with this with some additional caveats. For example I don't care if players kite weak monsters. If a banished ogre doesnt have a good defense against a fast ranged unit, that's fine with me.[/quote] Initiative / Movement / and Range have become the heart of tactical strategy in this game, this must be brought to light: EVERY unit must be balanced in regard to this rock/paper/scissors re
Need to know if you're into the direction I'm taking before continuing to add details, and if there are any further changes planned for the layout: (click for actual resolution) Personally not much into the Tribal font but I think it looks ok. When all is said and done I will send you
[quote who="joasoze" reply="109" id="3237528"] If you focus on initiative and movement there is not much the monsters can do about kiting. [/quote] Ensure that every unit (& monster) in the game is proficient in at least one of the following: initiative, movement, or range; either statistically, or via abilities that weaken an opponent's stats.
[quote]3. Bows and staves could have a 'casting time' of one, accounting for aiming and concentrating respectively, and should have their damage increased a bit to account for this. If they move, they should not be able to start the firing process until their next action. 4. Add more ranged and spellcasting units to the AI factions and monsters. 5. Make Regeneration give a tactical ability which must be activated instead of automatically proccing every turn. This
[quote who="Derek Paxton" reply="99" id="3237472"] Trolls can still regen in tactical. Regen has been nerfed because of balance issues (as you guys have noted). Im not done with regen. I'd like to address kiting in another way (turn limit on tactical battles) and then return regen to its old function, but its something I have to play with.[/quote] Turn limits is just a band-aid for the deeper issue: the rock/paper/scissors relation
[quote who="kapeman" reply="119" id="3237486"] I can't understand why this has not been addressed or even commented on by the Devs. [/quote] https://forums.elementalgame.com/432123 "When monsters conquer a city, they destroy it but they no longer raze it"