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Post by grävling on Dec 10, 2011 14:54:54 GMT -5
So it is probably the same bug you already fixed. But since I was logging anyway, you might want to take a peek at www2.openend.se/~lac/CK/battle.crash.2.logcat.out to make sure its the same one. Steel Hunter bites it again,this time riot star. As long as steel kills them before they get adjacent to him, things are fine. But when they tap him at short range the game falls over.
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Post by Cory Trese on Dec 10, 2011 14:57:45 GMT -5
yeah, sorry, when I said fixed I mean on my end. I haven't finished testing this release it includes 8 gravling bug fixes, 9 new types of cyberware, 12 new cyberware effects, 6 new weapons, 2 encounter changes, 10 new shops and over 30 additional dialogs
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Post by Cory Trese on Dec 10, 2011 14:59:12 GMT -5
i think that bug you posted is the same bug, but this time you are "tapping the image" instead of using the buttons.
which do you prefer? i usually aim and then use the image tap
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Post by grävling on Dec 10, 2011 22:21:49 GMT -5
I like taping the image better. Yay for the new implants, dialogs, and bug fixes.
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Post by Cory Trese on Dec 11, 2011 13:59:51 GMT -5
this should be fixed in the latest release
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Post by grävling on Dec 14, 2011 6:36:16 GMT -5
I said that I liked tapping better. And this is true when I actually want to move. But sometimes I want to stay put and wait for my enemies to come withing shooting range. Then I like to hit the move button, and then finish. (Unless I want to reload while I wait.)
2 things.
1 It seems unrealistic that I cannot get off a final shot, but can still run 8 squares. If there aren't enough action points for the first, then the second should be drastically curtailed as well.
2. If I spend a whole round waiting for my enemies to get closer, which I think might deserve its own button, then I think that I should get the initiative next round, no matter what my normal initiative. After all, all I am doing is waiting until shooting them is feasible. Maybe extremely inexperienced CKs would miss that moment when dealing with enemies that move very, very quickly, but not old pros.
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Post by Cory Trese on Dec 14, 2011 15:32:38 GMT -5
I would agree if the turn allowed a "move and shoot" but it is all "move or shoot" so I do not agree regarding the initiative or the need for an additional button.
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Post by grävling on Dec 14, 2011 16:04:29 GMT -5
But do you think that if I spent the whole turn neither moving nor shooting, but staying in the same place then I should get the first shot off _next_ turn?
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Post by Cory Trese on Dec 14, 2011 16:06:41 GMT -5
No, what your character is doing at that point is racking up defensive bonuses.
Once you have combat timing down (as calculated in the form of INIT) your characters will get the first shot off. Otherwise, they may have good defense from the holds but less effective offense for whatever side effects are rendered by the inits
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