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Post by whitegauntlet on Apr 24, 2012 9:48:56 GMT -5
He carries a cannon around...
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Post by Rico's Roughnecks on Apr 29, 2012 7:32:28 GMT -5
As a general issue, its annoying that when a templar uses his last CP to attack, the view instantly switches to the next templar without letting me see if he killed the xeno or not and I am always scrolling back to see what happened and then switching back to the next templar again. A half-second pause would be nice.
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Post by whitegauntlet on Apr 29, 2012 16:26:44 GMT -5
Seconded.
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Post by slayernz on Apr 29, 2012 20:32:54 GMT -5
Also, the leap to the next templar sometimes seems random - it doesn't necessarily occur in order. That means that you sometimes do a move for a templar that you didn't plan on doing (turn left or turn right for example).
Since it's turn-based, it would be great to have an undo button that would help rectify some of the mis-placed movements. Dunno if that's possible though.
So ... Request 1: Have an option whereby you manually change templars (you have to select the knight on the left).
Request 2: Have an undo of 1 move (I don't mean undo all moves, but just the very last move)
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Post by whitegauntlet on Apr 29, 2012 20:53:06 GMT -5
As long as it is not an attack.
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Post by slayernz on Apr 29, 2012 21:16:27 GMT -5
Yeah agreed. Attacks should not be undoable
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Post by Sidicus on May 23, 2012 23:38:29 GMT -5
Bug Report:
Playing the "Moons of Endivius" campaign, the Mission before the "Deep Moon Core" mission (sorry did not note the name).
Issue: The left most north/south corridor is impassable by Templar's, despite the graphics showing an open corridor. Tried walking down corridor from both south (starting point) and north directions and the option to move the Templar further is unavailable. (can turn the Templar around and walk back though).
Other than that am loving the game, thanks for making it.
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Post by Cory Trese on May 23, 2012 23:46:24 GMT -5
ah, looks like I have some tiles in the wrong layer! Thanks for this very helpful and detailed report. Sometimes I forget to test all the paths and corners when I'm doing the new maps
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Post by werepuppy on Jun 14, 2012 9:12:11 GMT -5
Got another... Under Help (from the main menu), the description for the Hydra Weapon Specialist: '...They are able to shoot a blast of flame that.' That does what? Burns things I should hope
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Post by Cory Trese on Jun 24, 2012 16:23:51 GMT -5
Great reports -- both fixed in next release!
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Post by lyzard on Jun 25, 2012 12:03:20 GMT -5
I really liked the game space hulk, and very happy to see his resurrection ... but ... very surprised why shoots only in a straight line? It will be nice if will range ... 60 degrees instead of lines.
0X0 | XXX 0X0 | XXX 0X0 | 0X0 0X0 | 0X0 -@- | -@-
and in addition, for open space, you must be able to be rotated at 45 degrees ... just over 1 CP
And little bug... Scout use heavy armor from specialists? it's cool, but not normal ...
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Post by Cory Trese on Jun 26, 2012 1:47:12 GMT -5
I probably deserved the "Smite" I got today, we are working on implementing the ideas on this thread!
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Post by lyzard on Jun 26, 2012 12:26:03 GMT -5
I wish to sell leviathan gun... But how?
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Post by Cory Trese on Jun 26, 2012 21:47:59 GMT -5
There is no way yet to sell items, we will be adding that soon.
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Post by lyzard on Jun 27, 2012 11:15:49 GMT -5
@cory Trese, I know it is dreams wishes.
Bugs: Incenimator: does not cancel mode, after special attack. All: After full multi-sector movement, do not auto-switch to another Templar. (if CP=0) Exo-scout: in multi-sector movement does not show the sector further. (Make first move to free). 1 CP remains in full motion... And move to back, first move, really not free. Mission - Rift of Larudhu, Taking the bridge: the purpose of the mission, not marked on the map. and many where still the same problem. Mission - Rift of Larudhu, hold position: you need to add: "wait N moves". now the level is played one stroke up on 1 square... And i see this, minor error, yet twice: in Vestmarch burns and ... not mem Mission - Rift of Larudhu, Extraction point beta: Problem with multi-sector movement. 4 tiles down, from start location, located dialog-point. If i tap to move in this point from start, templar (CP full: 4) run all 4 sqares (CP left: 0)... And move yet 1 sector down. (CP: -1) ... And this is not all. If I post the captain there, he just runs on and ... face down first. see for yourself very funny. Yet, multi-sector movement breacked, if i tap on lightning (strike-point)
You probably deserved the "Smite"
Please add constraint: no way-no movement. When i look at a map, tap (accidentally) over walls and Templar moves - not good...
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