BobT wrote: ↑
September 9th, 2025, 08:23
FINALLLY got around to playing this. (The reason I joined this forum over a year ago, lol!)
Looking good so far! Love the sound and visuals. Very much looking forward to this. @Galdred
Thanks a lot for the detailled feedback!
BobT wrote: ↑
September 9th, 2025, 08:23
A few comments:
- Mouse edge scrolling speed is low, but mouse button scroll speed is fast. The scroll speed setting says it applies to the mouse button speed. Shouldn't this ONLY apply to the edge speed / arrow keys? Mouse button / drag speed should be based on the speed of the mouse movement.
Drag speed is set so that the position of the cursor relative to the point you drag doesn't move.
The scroll setting should not apply to these indeed. However, they were broken, so I am not sure it is fixed in the demo yet, but it should be in the next build.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Can we have a setting for inverting mouse button scroll direction, please? A little annoying that dragging down scrolls "up".
The idea was that you were bringing the "clicked point" down, but alright, I'll add this!
BobT wrote: ↑
September 9th, 2025, 08:23
[*]I'm a little confused on the ranges of the attacks, especially the ranged attacks. They seem to only be able to attack within the character's own movement range? Will there be some spells that allow them to attack further? For example, in Shining Force 3 on selecting an attack, it will highlight the tiles that are in range of the selected attack (rather than the character's own movement range) in a solid colour. Some games also highlight the tiles that WOULD be in range of the attack IF the character moved in a shaded colour. Look here how it's easy to distinguish the ranges between Move and different types of attacks:
EDIT: I see the dotted line now. Colour attack range in red outline, maybe?
Right, I need to make it clearer. Red may be a good idea. I didn't want to use it because it is the enemy move range, but it would make it easier to tell it apart from move indeed.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Character selection ring should show through walls etc. Maybe make a whoosh sound or something to signify they've been clicked.
Good point, I wanted to make walls auto transparent near characters too. As for selection sounds, I'll look into it (we planned to have selection quips, but that won't be before some time).
BobT wrote: ↑
September 9th, 2025, 08:23
[*]If I complete my mission goals early, let me continue and choose to End Mission later, so I can collect chests etc. Just show an icon that I can click and bring up the End Mission window again.
That is planned indeed, but it will depend on the mission: some will auto loot the dungeon (the ones where your own forces take over). In other, you'll have to loot before your allies secure the complex.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]As per the above, I'd expect me attacking, to attack the tile I select. NOT move and attack. I like to do those actions separately. But a "move & attack (if in range)" setting would be nice for those who like that.
Right, I'll add a settings to disable attack+move then. Note that there is a setting to choose how the movement tile is selected (either the last tile entered by mouse before the target, or depending on the cursor position in target tile).
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Auto select character (setting, for end action) should centre the camera on the character now active. It only does this sometimes.
It may only do so if the character selected was offscreen. I'll look into it.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Does choosing to not attack and just ending a character's turn give a small defense bonus? It would be nice if so (at least for melee or those with shields). A "Defend" button can help apply this, and also end a character's "turn", when no "rest" for stamina is needed.
Actually, rest now only means "conserve the action and stop being in the "selection loop".
When you don't use your action, you DO get a defense bonus, and if it was not used (because no one attacked you), it gets converted into a rest bonus.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Are there chances for critical hits, special moves or counter-attacks? (This can make the melee more interesting, sometimes).
Critical hits do happen now, but I'll phase them out, because they don't really work well with our granular armor/bypass/penetration system(as we already use the margin of success to bypass armor and increase damage). I'll introduce called shots instead, as it works better with characters not having the same armor everywhere. As for counter-attack, I wanted to add it as a skill. Something like counter attack if your opponent misses by 2 or more.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]A small icon besides characters that are still able to perform actions, would be nice. (I know they're blanked out in the top right bar, but still..)
There are tiny icons next to the stamina bar, but they are not super helpful. I'll try to find a better way to represent it on the character sprites.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Move combat log to bottom right. Current friendly character's stats to top left, and enemy character's stats to bottom left.
Why? Isn't combat log to top left relatively standard?
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Does there need to be a turn timer penalty on ALL maps? Considering the character placement / support bonus, taking the time to explore and position right should be encouraged, rather than speedrunning. Maybe have this be a difficulty setting, or just for certain maps where it's normal for things to be "rushed" or to grab a bonus item. After all, the more turns one plays, the more the enemies get to move / do actions.
I ended up going from 0 to TEN enemies on me at one point in one turn. I lost two of my guys in one turn because they spawned into the room next to me, ran up and murdered them in one turn. Ridiculous.
Constant spawns should only be on certain maps. This kills it for completionist people who like to explore, break things and kill every enemy. There's no need to rush the player.
We wanted our dungeon raids to be more like fantasy commando operations: get in, complete the mission, and get out before the reinforcements start pouring in. You are supposed to be outnumbered. Also, there is no kill XP. All are mission based. But reinforcements start coming in relatively late. Most of the enemies who attack early on are groups becoming "ready" and sent to reinforce/investigate. But TB dungeon crawlers need tensions to avoid killing the pace (I still have Heroquest PTSD with the heroes waiting for the slowest every single time to breach a room, then they'd only peek and shoot the enemies with a crossbow, before camping the doorway...). But the alarm increase rate depends on the difficulty settings (already in the dev build. I'll upload it as soon as I fix what I broke with map generation).
It's fixed in the upcoming build.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]It would be nice if Switch Weapon does not take an action. Archer's melee should be weak enough to compensate (unless they're special with hybrid stats).
[*]Archers shouldn't be able to use ANY range attacks if pinned. (That should be what switch weapon is for). They should ALL be able to switch to melee and do at least 1 dmg, though.
[*]Let archers shoot breakable items. It's silly but may as well cut out the middleman of weapon switching for this.
The first swap is free, the second in the same turn costs the action, but you should have little reason to do so! Archer's melee has no particular reason to be weak. They train their upper body strength a lot! Their weakness is mostly the lack of armor (and slightly inferior melee stats, but not by that much).
The plan was indeed to prevent shooting a bow in melee, but it is bugged, and the archer can target anyone not in melee. I will fix it soon.
As for breaking item with archery, no, that will trigger my autism!
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Telekinesis or Bash, any attack that forcibly moves an enemy should damage or stun that enemy if knocked into a wall, or stun the other enemy if knocked into another.
I think it is already the case for bash (not sure it is communicated anywhere!), but for Telekinesis, as there is no way to avoid it, and it is a free action, it does no damage. The AoE version (that is currently bugged) will do damage, though.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]The Pinned status remained for a turn even after I'd killed the only enemy in range. (Edit: It does say "next turn", but this is silly. If I've killed the ONLY guy pinning my unit, it should cancel the status).
[*]As per the above, moving an enemy away with a skill should also break the Pinned status.
The pinned status should be removed indeed, but the movement points were already spent during the attempt. Imagine it as the same thing as a failed dodge in Blood Bowl. But I'll change it so that you can still spend your action to move once the enemy is removed.
No, except if they block the way. I didn't want to incentive aggressive renovation!
It has a limited range actually, but I'll add a stamina cost indeed. Not sure about the action cost, as it would make scouts even weaker than they are now.
I'll investigate it. It may be tied to some combination missing (like crushing on mail or whatever).
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Drag-dropping on the lances screen would be nice.
[*]Highlight, or have a small portrait icon for the Zodiac characters on the lances screen, so I don't have to remember who is and isn't.
I definitely need to add both indeed.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Why can't I add Zodiac champs to other lances? Surely it should only prevent me from adding more than two to the SAME lance? I presume in future we'll be able to select which lance goes on a mission?
[*]A sound effect on selecting rest, defend (if implemented), selecting characters (from the top-right menu) and Ending Turn would help give feedback these were clicked.
[*]Please outline items to be attacked, activated etc. on mouseover. Such as doors etc.
[*]As previously mentioned. A setting to disable / enable the grid, AND a keybind to revert that when held (If setting is hide, holding it shows, if setting is show (default), holding it hides).
[*]The text in the top left box could use a bit of left padding. Similar to the text in the bottom right box.
I need to add all of it to the todo list indeed...
I'll investigate it.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]Will it be possible to pan the camera direction? (Such as, hold middle mouse to turn it around). It would be nice. If so, then a "return to default" keybind is advised to reset to the default zoom / direction.
Sadly, the perspective and hexagons make rotations impossible
BobT wrote: ↑
September 9th, 2025, 08:23
[*]The Directional setting is poorly explained, maybe a pop-up image would help here? Or "previous tile touched by the cursor" for setting 2. I think setting 1 should be the default.
Right, a pop-up image would be the better way of doing it. I'll see how I can hijack the tutorial system there.
BobT wrote: ↑
September 9th, 2025, 08:23
[*]attachment. ELEVEN enemies attacking me on the very first enemy turn LOL, and I'd already killed two of them. Another SEVEN came running in, the very next turn.[/list]
Haha, I think the enemy agression has been toned down a little in next build, and the difficulty settings should also help (the existing difficulty has been turned into "hard").