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Post by jknut on May 28, 2015 15:04:37 GMT -5
On the 4th level (Counter Attack), I've run away quickly to the second tact point after capturing the first tact point. Enemies attacked the first tact point and the HP dropped down to 4/10. After a few turns, the enemies are still near the first tact point but not attacking it. Not that I want to stay and defend it, but I'm not sure if this intended.
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Post by fallen on May 28, 2015 15:07:37 GMT -5
jknut - I am surprised that you'd say 4/10 HP. Are you sure that is right? Also, the aliens were close to the TP and not attacking?
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Post by jknut on May 28, 2015 15:13:31 GMT -5
jknut - I am surprised that you'd say 4/10 HP. Are you sure that is right? Also, the aliens were close to the TP and not attacking? My normal strategy is to run away from a TP and the aliens don't attack it. I finished Counter Attack in 14 turns (Goal 0). I guess it needs a Goal #? The aliens do not seem to attack a TP if it is either off screen during my turn or I'm far away from it. I think the HP for the TP was 4/10, but I finished the level so I can't check.
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Post by Cory Trese on May 28, 2015 17:41:14 GMT -5
Hmmm -- it does look like the Xeno are putting too much of a priority on Templar units. I can adjust this, thanks.
Regarding 4 of 10, that makes sense if you have a +5 HP upgrade on the TP.
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Post by jknut on May 28, 2015 19:37:08 GMT -5
I just redid level 2 and ran away from the TP after recruiting the Engineer. I don't mind not defending it. I think aliens would be more interested in coming after the humans. It also helped me finish in 10 turns (15 goal) instead of having to hang and defend.
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Post by Cory Trese on May 28, 2015 20:03:53 GMT -5
I just redid level 2 and ran away from the TP after recruiting the Engineer. I don't mind not defending it. I think aliens would be more interested in coming after the humans. It also helped me finish in 10 turns (15 goal) instead of having to hang and defend. Got this one fixed for next Phase.
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Post by johndramey on May 28, 2015 22:06:47 GMT -5
I have a slightly different report to make, but it's related to the tact points... I had a xeno come in and attack my tact point from outside the patterned area on level 4. I'd just like a little clarification what the range on a xeno attacking the tact points are, I always figured that it was inside the patterned "danger zone" but I've noticed some differences in the design of said zone. Some levels seem to have 2 spaces of yellow pattern, some levels only 1, and some (like level 4) have an alternating red/yellow zone. So, anyways, a xeno rolled in and attacked between where my green soldier and my yellow engineer are located in this screenshot Also, one other small thing, I captured the point and tried to deploy a Templar the same round, not having noticed that my cap didn't increase until the turn after I capture. Not only was I unable to deploy my Templar, but all of my SP were also eaten. So, could we either a) allow the cap to raise the turn that a tact point is captured and not have to wait until the next turn or b) make sure that SP are not deducted if the player makes a selection that is not possible at the moment of play?
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Post by fallen on May 28, 2015 23:29:07 GMT -5
johndramey - 1) the distance for attack is always 2 spaces, regardless of floor paint. 2) the "failure to deploy eats SP" bug is already fixed for next. THanks!
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Post by Cory Trese on May 29, 2015 10:00:51 GMT -5
3) that TP is messed up it has 1 of 0 upgrades 4) the paint is just that, pretty paint. the xeno do not look at the paint
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Post by Brutus Aurelius on May 29, 2015 10:08:06 GMT -5
I can imagine it now:
"Hold up guys, we can't attack yet, we need to move into the area with paint on it first."
Actually, what exactly do the Xeno do to attack the TP? I see them hit it with an energy pulse of some sort.
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Post by khearn on May 29, 2015 13:38:13 GMT -5
I think they sneeze on it.
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