Steven Aus's Replies

Forum Replies Created

Viewing 8 posts - 1 through 8 (of 8 total)
  • Author
    Posts
  • in reply to: Pointless behaviours from enemy AIs #17910
    Steven Aus
    Participant

    Devs, have you been able to nail down these bugs?

    in reply to: Steven Aus' Favourite Suggestions #17909
    Steven Aus
    Participant

    No, I enjoy the challenge (I normally play on Expert Ironman, and my best is Day 40). I’m not quite sure what you are referring to here. If you are referring to an option for a really easy mode, that’s not essential but it may help people who find the lowest difficulty too hard (there are some of them who still like the game otherwise).

    in reply to: Steven Aus' Favourite Suggestions #17907
    Steven Aus
    Participant

    I would change the first part of 4.a) above to have a maximum of one negative/mixed trait.

    Devs, what do you think of these suggestions?

    in reply to: Ability to choose the path of movement in battle #17901
    Steven Aus
    Participant

    The ability to move through any number of friendlies or allies (as long as you have enough movement to get to a clear tile past them, so you would be able to pass a maximum of 3 friendlies/allies if you could make each hex with 2 AP) is very necessary. In big battles with lots of allies you often have to take the long way around, and frequently you can’t move at all because allies are in the way. Also, being unable to move through more than one of your own mercs can be deadly on maps where there aren’t many paths to move, such as forest maps. The AI already has the ability to move through more than one of its own troops, so all that is needed is the ability for the player to be able to move through any number of their own troops/allies and for allies to be able to move through the player’s troops.

    Also are you going to make sure the AI allies don’t take your mercs into account when making decisions?

    in reply to: Steven Aus' Favourite Suggestions #17829
    Steven Aus
    Participant

    This is an idea I really like which I also posted on Steam:

    I’d really love it if billhooks could target friendly (your own mercs) or allied (non-hostile) units as well as enemies it there is one hex between your billhook unit and them. Of course it would not trigger any attacks of opportunity, and when pulling a friendly or allied unit it would always work.

    Currently, the pull option for billhooks is almost never used because you almost never want an enemy unit next to you when you can hit from 2 hexes instead. Whereas Repel for Pikes is currently much more useful because you tend to want to get enemies away from your Pikemen since they don’t have the benefit of a shield or as heavy armor.

    in reply to: feedback after 138h played #17758
    Steven Aus
    Participant

    Some good points here. What do the devs think?

    in reply to: Ability to choose the path of movement in battle #17739
    Steven Aus
    Participant

    This bug happened for me recently in a bandit battle with an AI ally, so it happens in a few different circumstances. I guess there is a bug that considers an occupied hex to appear empty for the AI, or else the destination for multiple enemies happen at once and it doesn’t fully check that it is not moving to an occupied destination. Hopefully it can be fixed before full release, as it does take a little polish off what is an excellent and sturdy turn-based battle system.

    in reply to: Ability to choose the path of movement in battle #17728
    Steven Aus
    Participant

    As of the current publicly available build, there are two cases when you can’t move through allied units:

    1. When you are trying to move through two or more of your own units in a row (not sure if it can currently path through one, one hex space and then another of your own units), and you have enough action points to move through all of them;

    2. When there is one or more allied units in the best path (allied but not on your merc team). You can’t move through allied units at all.

    As well as the changes you’ve already made, could you make sure that it is possible to move through two or more of your own units and one or more of allied units, as long as you have enough AP and the route doesn’t trigger attacks of opportunity?

    Also, can you make sure that the AI doesn’t consider your team (apart from not landing on your square) when making decisions on where to move and attack?

    I noticed in the current publicly available version that sometimes enemies can move on the same hex as another enemy, but I can’t show you because there is no way to save in battle.

Viewing 8 posts - 1 through 8 (of 8 total)