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Showing results for tags 'turn-based combat'.
Hi everyone, I know this is perhaps too late, but maybe for next game this could be a good strategy to allow both modes to co-exist. I had an idea inspired by reading other interesting suggestions about TB tweaks to make DEX valuable. Rationale: - On the one hand, I can imagine a pure time-based system could be too chaotic in the sense of sequence of turns being very different and unpredictable each round. - On the other hand, I think devs consider a set order more desirable, so that it is more tactical and tracktable. - However, I think both could be merged by imposing
In some locations, the interface of turn-based combat closes characters (creatures are not visible, they are closed by a queue of turns). For example, the location "the Rimebound Temple", battle against rime constructions. See screenshots. I don't see these rime constructs because they are closed by a queue of moves. Please, in turn-based combat - provide the ability to move either the queue panel to any place on the screen, or move the camera to the left and right on the width of this queue.
Enemies in turn-based combat are sometimes named after an allied personage. Ishiza (green background), everything is fine. And then 2 skeleton, enemy. And they are also called Ishiza, see the screenshot. When you hover the mouse, indicates that it is a skeleton. But the name on the list is wrong. Please fix it. I use (I do not know, whether it is important) Russian localization. Windows 10 64 bit, 8 Gm RAM, Intel® Core™ I7-4500 CPU1.80 GHz 2.40GHz GPU: AMD Radeon R7 M265, Intel® HD Graphics Family. Files. P.S. Fix the attachment of the files, I have to use dropbox again, because these fi