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Post by tenbsmith on Jun 30, 2014 8:48:07 GMT -5
I find it frustrating that my lead hero often moves several squares after pre-encounter/monster dialogue because it uses valuable surprise AP points and ruins position. For example, approaching the first major Ratkin encampment in the Vermin Lair with Heroes clumped. The heroes stop and have dialogue about Ratkin trying to flank and drive us back. When we come out of that dialogue, the Heroes unclump and the original lead hero--Tamilin--moves several squares to the last position I had clicked when heroes were clumped using several AP and putting Tam in bad spot. That is just one example of something that happens intermittently but multiple times.
The most recent movement command given to clumped heroes prior to dialogue seems to be retained after dialogue when heroes unclump and applied to the lead Hero.
I'd much prefer all movement commands be cancelled after dialogue/unclump, so I can assign movement at that time in light of the dialogue I've heard.
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Post by fallen on Jun 30, 2014 10:27:15 GMT -5
tenbsmith - thanks, this is a difficulty of the touch handler on the 6,000+ Android devices (not to mention Mac & PC mice, or iOS) that we support that we have not been able to close this gap consistently across all the devices. We'll keep working on it, and its on our list.
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Post by tenbsmith on Jun 30, 2014 12:25:33 GMT -5
Thanks for the response. In the big picture of how fun the game is, this is a little thing.
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Post by narana on Jun 30, 2014 17:47:02 GMT -5
I doubt this is a device specific thing. The same happens on Pc as well if I mash click when a fight begins. Or to more easily replicate, when in town when talking to someone in a house, clicking lots will make the characters move between talks. Or in the bettle cave, mass clicking the spot for the fire resist ring makes it possible to pickup multiple rings.
Seems like if possible, a script command to clear queued input and stop accepting new input when a cutscene begins, and enable input again when it ends would solve this.
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Post by fallen on Jun 30, 2014 22:15:55 GMT -5
narana - oh, yes - its an issue in the touch/click handler caused by our support of 6,000+ Android devices (not to mention Mac & PC mice, or iOS). One code base to rule them all means you have to serve the lowest common denominator at times and be careful that when you fix one, you don't hose another. Same issue on all platforms.
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