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Post by johndramey on May 25, 2015 23:20:51 GMT -5
It might be worth it to give the buttons a little bit of framing, like maybe a more distinct black space between the middle frame of talents and the info and end turn buttons. Just having them visually pop a bit more would be nice.
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Post by johndramey on May 25, 2015 23:19:18 GMT -5
I found 'em and, frankly, love them. I know I asked this prerelease but maybe now that the Alpha is out you can give a little more detail. Any plans for further customization options. Somthing like what you have done with 4X? I am not sure if the lore allows for alternate suits of armor, but maybe even something as simple as more color options or patter options would be cool. If lore allows for other suit designs it would be really cool to come out with sets for the different houses/clans/families/whatever.
I can't stress it enough, I love customization!
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Post by johndramey on May 25, 2015 23:16:29 GMT -5
Sweet!
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Post by johndramey on May 25, 2015 23:13:56 GMT -5
Roger that, boss.
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Post by johndramey on May 25, 2015 23:13:10 GMT -5
Yeah, some visual cue would be nice. Maybe have the grenade dwindle instead of detonate?
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Post by johndramey on May 25, 2015 23:12:01 GMT -5
Yeah, having the turn count pop up during play would be a nice thing, fallen. As would potentially adding the target turns, maybe in the pre-deployment screen? Either way, awesome work slayernz. I'm bashing my head against it right now trying to get under the target without getting slaughtered.
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Post by johndramey on May 25, 2015 23:10:35 GMT -5
Yeah, I see something similar as in slayernz's screenshot. I imagine it has something to do with the native resolution of the G3. My clipping isn't quite so bad though, maybe just the top 1/8th of the helmet is chopped off.
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Post by johndramey on May 25, 2015 23:07:29 GMT -5
The screenshots that jknut uploaded show pretty much exactly what happens with me. It does seem that moving up a second Templar gets the fog of war to lift properly. I'm going to have to revise my bug report, it seems that the Templar itself doesn't really matter, cause when I loaded up my game the LoS updated fine for everyone. I'm thinking that there might be something going on with system memory or maybe how the LoS is calculated that gets botched up occasionally because after playing a couple of turns I started noticing that my engineer wouldn't properly uncover the fog of war.
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Post by johndramey on May 25, 2015 15:48:11 GMT -5
Roger that, I'll keep a look out and let you know if I find any more spots like that.
It seems like the second level has two, one just outside of the elevator and one just to the north of the first tact point. Anyone else seeing this?
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Post by johndramey on May 25, 2015 15:46:39 GMT -5
Yeah, contributor is right on the money with hard being hard. It's cool though, I've been trying to make use of all the talents and have been having a decent time of it. Trying to push to get within the turn limit is artificially increasing difficulty for me in a good way. TA allowed the player to take things as slow as he or she wanted and, especially for seasoned players, that stripped away some of the difficulty. This target mechanic is pretty cool and will keep the maps challenging!
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Post by johndramey on May 25, 2015 15:42:40 GMT -5
I didnt think it was worth mentioning before but since you are asking yes I think that the end button could use an upsize (maybe 15~20%) on the height only as it is a little narrow,the width is fine though. Also visually it might be a bit plain as just a basic rectangle. I agree a bit with this. The height coukd stand for just a pinch of increase and it might be nice to visually set it apart from the rest of the gui, maybe giving it a color shift or adding some kind of eye-catcher to it? Either way it's not a huge problem.
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Post by johndramey on May 25, 2015 6:17:01 GMT -5
I've noticed this on two different occasions on the second tutorial mission, but it seems that my captain and Corporal Luthor don't have a sight radius past the one square they occupy. My soldier and engineer are able to see around 4 squares ahead while my Captain and Luthor can't. It's most apparent when first coming out of the elevator. If I walk out with my captain I won't be able to spot the xeno right outside the door. If I pish forward with my soldier, on the other hand, I spot the bugger right away.
I'm playing on Hard using an LG G3 in case that makes any difference.
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Post by johndramey on May 25, 2015 5:47:29 GMT -5
I never even thought of hanging back even if, as you said, it's the sound tactical decision. I guess it's a holdover from my style of play in TA, reckless rushes forward.
Afterall, a path isn't worth taking if it's not paved in rookie corpses!
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Post by johndramey on May 25, 2015 4:08:41 GMT -5
I'm starting om Hard and plan on shooting through a couple maps to get the feel for the game. After that I may jump up difficulty and see if I can handle ironman!
So far I'll say that Hard seems just about right. The enemies are tough and you have to be smart with your moves BUT it seems fair. So far, anyways, haha.
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Post by johndramey on May 25, 2015 4:04:22 GMT -5
I've had the same achievement toast pop up that ntsheep is talking about. It happens sporadically through play after what I imagine are possible places for achievements. For example, in one turn I wasted a bunch of xenos and had thr toast pop up saying something to the effect of "player must be logged in to record achievements." I'm thinking there are probably achievements for killing X xenos in a turn.
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