New Battle Features!
There has been improvements to the pathfinding within the game, as well a new feature!
Now there is an attack action item popup which is within the same area which the ‘Wait’ menu item UI is.
You can trigger this by moving a player unit adjacent to the enemy(s) you want to attack, and then when you click on it, your cursor should move onto the enemy you are adjacent to to attack them.
This means you can now…
Attack a unit which is adjacently outside your movement range!
Run into the middle of multiple enemy units and compare their attack forecasts!
Surround an enemy from ALL sides!
Units now glow nicely! If the cursor is hovered over them, they have a yellow glow, and if the unit is on a healing tile, they will have a green glow. I’ve gotten rid of the slight red and blue glow on the enemy/player units as it didn’t help much. Enemies use the inactive visual state during the enemy phase now too.
Battle UI Updates
I have updated some of the scaling of battle UI, my friend Joe suggested this and concepted something up and I thought it looked cool!
Bug Fixes
During QA of this version, there was a bug with the enemy selection being able to be toggled to the last view group when it shouldn’t have been. This has been fixed.
❓ Question
What do you think of the new inactive material? I’m not very sure about it. Let me know in the comments.
🎮 Download Demo v0.0.4a
Download v0.0.4a Bug Report Form Manual
You can now also report bugs on the Project Stormwatch Discord!
✏️ Changelog
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Fixed: Switching enemy selection bug.
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Updated: Changed the battle and pointer cursor.
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Updated: Battle UI has been resized.
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Updated: Battle lighting has had a bit of a change. Still a bit unsure.
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Added: Enemy AI now uses inactive materials for better UX.
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Updated: Inactive material now looks slightly different.
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Added: [MAJOR] Unit glow improvements and additions to make navigating the maps a bit clearer.
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Added: [MAJOR] Attack action item so units can attack enemy units which are in tiles around them. You can change your enemy selection using what you use for movement.
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Added: New pathfinding reroute should pick the closest adjacent tile to the unit now.
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Added: [MAJOR] Pathfinding reroute system that allows multiple units to surround the same enemy from the same area.
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Updated: Dungeon map layouts and formations to improve balance and make the maps actually… possible. lol
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Updated: Cancel button behaviour in battles is now better!