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Post by Cory Trese on Aug 30, 2012 23:03:45 GMT -5
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Post by Rico's Roughnecks on Aug 31, 2012 8:55:32 GMT -5
Well that's a game-changer. Its different but good so far. Its a little menacing when the enemy turn goes on and on and you are thinking "how many are there?" Its like hearing scuttling sounds in the air ducts.
"Something's moving and it ain't us!"
The line of sight goes thru walls. I suppose its a sensorkit and not visual so that's ok?
I haven't played for awhile, but I hope there are no more of those aliens that got 5, 6 or 7 actions. That would be very unfair if they could be out of sight during templar turn and then move in and attack 3 or 4 times without us even knowing it existed. I haven't seen that happen, just a possible concern I thought of
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Post by fallen on Aug 31, 2012 10:52:45 GMT -5
They came out of the darkness... there were hundreds of them ...
it is a complete game changer. Cory and I had a lot of fun testing last night and playing through the campaigns. For me, the game is 10x more fun now!
Yes, your sensorkit can see through walls. We are waiting on more feedback about it to see what we want to do in that regard.
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Post by Cory Trese on Aug 31, 2012 20:44:08 GMT -5
The higher difficulty AI receives a lot of bonus AP dice ... which difficulty are you playing on?
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Post by Rico's Roughnecks on Sept 1, 2012 6:38:57 GMT -5
Yeah I forgot about that I'm only on Hard. That's my casual difficulty level. Crazy is playing for real and impossible is a little masochistic,
So there are still aliens on higher levels that will get 6 or 7 actions? That was always one of my least favorite aspects of the game, an alien running 18 spaces and still attacking while the templar just stand there and watch (even with reserve cp for defensive fire, both cp are gone after the alien moves twice so it is still 12 spaces away) Now, even if the templar don't move at all there could be an alien they can't see 7 spaces away, it could move 3 times and have 4 attacks, when the templar never had a chance to know it existed. Defense cp won't help if it comes from behind or the side.
I only like the game to be a -little- masochistic
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Post by Cory Trese on Sept 3, 2012 18:45:32 GMT -5
I did all the math required to say with 100% certainty that it is impossible for any xeno, on any difficulty, to move 18 spaces. I attached a logger to the game and played for about an hour just to see if there was a bug -- nope, nothing comes even close to 18 spaces per turn.
The Xeno Lord (appears in only 1 level so far) can achieve 6 actions on Impossible.
On Impossible the best alien can get 5 actions per turn, but that should happen once every 14 turns.
Did testing on all of that and it seems to be 100% consistent. Maybe 7 or 8 months ago when we were balancing out the FDF AI and the Xeno move system it may have allowed up to 6 and the maximum move for a xeno would have been around 10 with no attacks or turns.
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Post by Rico's Roughnecks on Sept 3, 2012 22:08:44 GMT -5
It was a few months ago. I haven't played for awhile and, like I said, I haven't seen that happen since I came back this week. I guess you fixed my gripe while I wasn't looking
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