Recent Posts

Pages: [1] 2 3 ... 10
1
Deferred Bugs / Re: [Leave for Testing] Tactical Re-Positioning issues
« Last post by Daithi on October 20, 2017, 03:43:06 PM »
1) Will keep it in mind - if benefit / time is good, will pursue.
2) Leaning toward the idea of a risk reward, with either initiative or ap bonus to enemies if you fail
3) Will look at this now. The repo chance is currently static and that needs to change, depending on which gang/characters you are up against. Agree that the bypass per tile is too high, will look at that too.
2
Deferred Bugs / Re: [Leave for Testing] Tactical Re-Positioning issues
« Last post by ushas on October 20, 2017, 01:39:04 PM »
How to break this in v20:
1. When tactical repositioning yes/no dialog is on screen;
2. Escape to the menu;
3. Go back and observe Sam's interface on screen;
4. It stays and is interactive till normal turn. Then it all corrects itself.




Feedback:
1. Turn: Really liking this feature, but still think that compare to the current form it would be even better as a normal pre-first turn with AP based on bypass and forbidden all actions except move.   
2. Dialog: Think on Steam somebody mentioned that the yes/no dialog has no C&C aspect. That is untrue for linux, there is a HUGE consequence making you to click on 'no' even when having 100% - the wandering camera! However, as that will go away, there is indeed no reason in choosing. Suggestion: Either let the game roll for us in the background automatically (no dialog), or give it some drawback (for example, if we choose to re-position, then enemies will get +X to initiative on the first normal turn). In the latter you can scrap the chance rolling all together, let us simply decide if do it.
3. Balancing (expecting it's WIP, so just preliminary thoughts): Ray has Bypass around 60+ and can re-position by 2 tiles (others by 1), while the re-po chance is around 160%. The feeling is that the former could go way up (even 1 tile per 10 points?) while the latter perhaps way down.
3
Resolved Bugs / Re: [Resolved] Cityscape vs. Home interface issues
« Last post by ushas on October 20, 2017, 01:14:52 PM »
Awesome!

(also secretly hoping for new exciting bugs)
4
Resolved Bugs / Re: Reachable tiles highlighting not updating after using perks
« Last post by Daithi on October 20, 2017, 12:12:41 PM »
Fixed this!
5
Resolved Bugs / Re: Cityscape vs. Home interface issues
« Last post by Daithi on October 20, 2017, 11:33:46 AM »
Fixed both. Have left the escape back to main UI, as it's highly probable I'll either intergrate the UI elements or add links to the main UI screens in the City UI.
6
Resolved Bugs / Re: Persistent Shotgun cone display
« Last post by Daithi on October 20, 2017, 10:54:50 AM »
Fixed!
7
Resolved Bugs / Re: Persistent home base tutorials
« Last post by Daithi on October 20, 2017, 10:39:09 AM »
Fixed - caused by no tutorial on character screen after mission 3, so the tutorial wasn't being replaced by anything.
8
Resolved Bugs / Re: Citiscape camera movement breaks map lines
« Last post by Daithi on October 20, 2017, 10:19:57 AM »
The grid was competing with the paper to be drawn because their elevation was too close. Fixed.
9
Confirm Fix Bugs / Re: [Confirm Fix] Unable to draw a path
« Last post by ushas on October 19, 2017, 07:00:31 PM »
See edit. But I really thought... Will check the log.
All allies were in CC running around. It was Sam attacking a guy with a bat and then clicked on a tile behind his back. Btw. next to a full-cover.

Edit1 + Edit2: Not sure. There is a long window after an attack when display and input gathering isn't updated yet and if you click at that point it won't give you path. I'm uncertain whether it hadn't gave me path in this instance or afterwards. What then happened is that I escaped to the menu and back and them mouseover at an adjacent enemy and left-clicked to change mode. If the bug wasn't just a hallucination, then doing that corrected the issue. Will return later with some better info (hopefully:)) -- no better info. Conclusion: Inconclusive. Possibly false alarm.
10
Confirm Fix Bugs / Re: [Confirm Fix] Unable to draw a path
« Last post by Daithi on October 19, 2017, 06:56:08 PM »
Have you got the how?
Pages: [1] 2 3 ... 10