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Post by Cory Trese on Jan 8, 2012 21:40:18 GMT -5
** Please Leave a 5 Star Rating if you enjoy this beta. **
v0.6.17 - 1/8/2012 - Huge Performance Improvements - Fixes All Reported Crashes - Improved Enemy Placement System - Improved Enemy AI Code/Move System - Improves Combat Group Balance - 50 New Battle Groups - Fixes Combat Bugs - Improves Dialogs and Feedback - Improved Dialogs, Text, Fixed Typos - New Faction Content, Computer Files
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Post by Cory Trese on Jan 8, 2012 21:45:41 GMT -5
should be on amazon by monday
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Post by Cory Trese on Jan 8, 2012 22:55:30 GMT -5
combat bugs should be gone, back rooms won't crash and the on-screen arrows won't have trouble with walls or water
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Post by Seryin Hunter on Jan 9, 2012 0:25:58 GMT -5
*Thumbs up*
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Post by Cory Trese on Jan 9, 2012 0:30:18 GMT -5
We'll do a few rapid releases of bug fixes, performance enhancements and new content while we prepare the next major feature cycle.
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Post by grävling on Jan 9, 2012 1:24:38 GMT -5
Sounds great Cory.
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fela
Curator
Posts: 71
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Post by fela on Jan 9, 2012 4:00:32 GMT -5
- Improved Enemy Placement System Does that mean I don't have to chose between moving into range of the Aztek Samurai that will kill me or the drone that will kill me in turn 1 ? . You guys are throwing out new versions faster than i can check them out. Kudos for that.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Jan 9, 2012 4:37:35 GMT -5
Either way, you shal hear...
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Post by fallen on Jan 9, 2012 9:09:17 GMT -5
fela - no promises that enemy groups will not spawn close to you in some situations (especially with Ambush!) but that they won't show up on the water or on top of each other.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Jan 9, 2012 21:51:31 GMT -5
fela - no promises that enemy groups will not spawn close to you in some situations (especially with Ambush!) but that they won't show up on the water or on top of each other. Wait, shouldn't we be the ones ambushing them if we catch find them while they are on top of each other?
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fela
Curator
Posts: 71
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Post by fela on Jan 10, 2012 5:01:27 GMT -5
The movement via directional arrows in the diagonals got a bit worse with this patch, IMO. Now it always aims at the precise corner of the map instead of going into the general direction, which is a lot less useful, especially when trying to cut across several sectors.
Also, it still cannot cope with some obstacles, for example going from nw to se in the downtown gate area.
The #1 improvement IMO would be if the directional arrows worked when there is an obstacle on my side of the direction i want to move to, but the remainder is free. For example, I wish to move north to the next sector. I'm standing sw, there is a wall across western half of the northern border, but the eastern half is free. Currently i would have to move to the eastern part of the sector to be able to use the arrow key north.
Arrow north should simply translate to 'try to move via the shortest path to the closest unobstructed square on the northern border' - and that square should update every few steps to avoid walking huge bends around obstacles.
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koles
CKF Backers
Posts: 449
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Post by koles on Jan 10, 2012 5:02:56 GMT -5
Wait, shouldn't we be the ones ambushing them if we catch find them while they are on top of each other? good point and backing to topic - new combat placement works really nice good work!
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Post by Cory Trese on Jan 10, 2012 15:51:17 GMT -5
fela -- how would it get from the nw to the se in the downtown gate area? by using the gate? if that is what you mean, then that is not something i'm interested in adding, honestly, i feel that it is invalided by several design goals. Your opinion and post certainly are valuable to me, and I appreciate everyone's feedback. The choices that I made in terms of routing system changes were based on posts from the forum, Facebook, and overwhelmingly via e-mail conversations and submissions. I am sorry that you find the new system a "lot less useful" however you are, it appears, in the minority on this. The most common request was for the current behavior. I wish that things like "simply translate to" worked in Java but the actual solution is not so simple for a long list of reasons I'm not going to enumerate here. With any pathfinding system there will always be some quirks, I am working on resolving the ones that I am aware of. You mention 'walking huge bends' but I am confident that if you count the length of the path the equation is generating a cost efficient movement path around all the obstacles. The primary improvement for efficient arrow operation has 100% worked. The reported ANR and Force Close issue with low CPU Android devices is gone as in fixed. That is really what I was after -- supporting all devices -- and I am happy to report that it has worked AND satisfied a top 10 player request for the new path system. Your "#1 improvement" sounds like something I am working on -- this would be specialized region meta data to indicate when the break was irregular, for example, the highway/wall combination and places like the harbor / wall areas. Places that have free corners (like Dorchester and some others) are simply addressed by using the corner arrows when necessary (and the new pathing system helps)
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Post by grävling on Jan 10, 2012 16:54:03 GMT -5
I'd like the directional arrows to work differently as well. Right now, if you click on the arrow the game detects whether you can get to the next neighbourhood in that direction, and, if you cannot, doesn't move you. And, in particular, it doesn't work if you are on the north, south, or eastern edge of the map -- though interestingly enough it does work on the west side to mean 'please get me to the other side of the canal'. What I would like is a way to set the arrows to mean 'please move me in that general direction' all the way out to the new neighbourhood if that works, but just until you run into whatever obstacle is preventing that if you cannot.
I'm finding this way of moving a convenient way to handle jobs in AzTek Global when you often want to visit both Frontline Medical Warehouse and something else -- say AzTek Global Warehouse. You cannot navigate by tapping on the buildings and have the algorithm work out how to do things, but you can, from Frontline Medical Warehouse walk east as if to go to the next neighbourhood, then at some point stop yourself, go s, and then, well, at that point you can click on your next destination. But I'd like to do it other places, too, where it currently doesn't work.
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Post by Cory Trese on Jan 11, 2012 1:08:46 GMT -5
I love hearing all the suggestions, thanks!
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