I just had the strangest "bug". I was on a mission to protect the engineer and i turned the big bad guy to my team near the green health regen pylon. During enemy turn one of the spider enemies comes waltzing into his big bad guy (now on my team) and he just keeps on dancong between two or three hexes. Doesn't finish his movement so the game completely halted (froze) jusy waiting for hik to finish his movement ad infinity. After a couple of minutes i just shut the game down and rebooted it. Oh by the way, are there any abilities that let you put a character on "overwatch"? I am saying thia because i love to set up ambushes, and it would be a cool way to get a character who has been doing nothing on his turn to just ambush the guy that pops up near him.
Send me some screenshots. If we're talking shooting through walls around doorway, that might just be a graphical nuisance and not a real bug. The rules for line of sight are based on the underlying grid and not the actual walls of the environment, some of the doorways have little overhang sections that poke out and it looks like you're shooting through them but they're not meant to have any impact on the actual game. I may just remove those overhang sections. But send me a screenshot to be sure. It's raj AT WavelightGames DOT COM Yeah, that's an odd thing that happens only on iOS with abilities where they are affecting an area of effect but only deploy a single missle / effect at the center point of it. Not sure why it seems to happen for some abilities and not others. For now, I'll change the regeneration point ability to affect the tiles around the medic. That resolves the issue but makes the ability slightly less tactical. Yeah, this is a known issue. I need to test it more and figure out what causes it. The tile effects from force fields is also a known issue, I need to store the tile effect information when saving and I currently don't do it because it's just a huge amount of data and I'm not sure my save / load system would handle it well. I'll try it out probably and see how it goes.
That sounds like a navigation bug. I think the bug was trying to squeeze in between the space of the pilon and the alien, thinking it could make it but then was unable to. It shouldn't happen like that but I guess there's something about the Pilons that confused the navigation AI. I'll check it out. Which level was that exactly? For overwatch, there isn't that type of functionality at the moment. I did make something like it but didn't get it working perfectly and found it wasn't adding that much to the game since the levels are typically fairly small. The counter attacks function with the Hunker Down ability allows you to spend some AP to dig in and retaliate harder during the enemy turn but it's not a true overwatch system.
re Medic bug I never had the Medic bug happen; Air1, iOS 10.3.2 (14F89) . Just in case it helps you nailing down if it's e.g. a 10.3.3-only issue.
I suspect it'd down at the device level as I've had a similar bug happen way back in Demon's Rise 1 time. I know the type of ability that triggers it ... so I can just tweak the ability to not trigger the bug.
A couple balance thoughts: Command is too good. 15 Ap to generate 10-25 lets her use it on herself or an allied commander and, on average, net 2.5 additional AP per use. It's a lot of tapping, but being able to generate infinite AP is a little strong. You could make it not work on commanders, but I think fixing it at generating +15 AP is good enough - being able to shuffle AP around to whoever needs it most, rather than generating more, is plenty good. Consider allowing Psi Operative to mind control if HP < 100 or if opponent is panicked. Gives synergy with other abilities, and should scale well on higher difficulty.
@snarvid: Oh, that's evil Somehow I never noticed you can use Command on yourself. @Wavelight: It's a lot of tapping, and very time-consuming to get that to pay off. By all means, if someone wants to play this way, let them (I won't, too lazy ) There's no "badwrongfun" here, move on, nothing to see here But, if you absolutely want to change it, allow me to suggest to simply remove the "cast on self" part. Problem solved.
Love the psi operative idea. Might go a bit further and make it work only when the morale is under 25. If it fails, it would lower morale but not take control. Then replace the whole less than 100 hit points requirement. For command, I agree. I'll tweak it a bit to make it more balanced.
Made a quick fix this morning that will be in the 1.4 update. Characters no longer keep doing the run animation for 0.4 seconds after reaching their destination tile. Silly code bug on my part. Quick fix. I'm experimenting with having character dash in the last few moments of movement similar to how it works in XCOM 2. Will see if it looks good or not.
I don't grok the morale system enough to know - would it still work on Fearless enemies? Would be a bummer if not. Maybe: one turn control if not broken morale, permanent control if morale under 25? Feel like there should be a really solid effect for that much AP, and sometimes a turn is all you need, but if you want to build a team around it or really invest some time that should be an option too.
If I changed it to require a unit be below morale 25, then it wouldn't work on fearless units. Only bosses and only a couple of high-level enemies are fearless so it would still work on 98% of enemies you'll face. If I make the morale reduction significant on a unit that resists mind control, then it would still be a worthwhile ability. It might just mean you have to try it a couple times or something before it works. I'll try it out and see how it works.
I made a small tweak to the morale indicator in the HUD to replace the bar with medal icons. I realized that both the attack and morale bars weren't actually working. They were always either full or empty. Never partially filled. Any way, I'm leaning towards this icon version to display the info so that players can quickly see if their morale is high or low. If the character is fearless, it will just say "FEARLESS" and if the unit is panicked, it'll say "PANIC" in orange letters that vibrate. update morale indicator by Rajpreet Dhillon, on Flickr I also did the little dash speed tweak at the end of a rush move and added more appropriate "Run to Idle" animation transitions for most characters so that looks a lot better. Going to tweak a few more things but I think the game is looking to be in pretty good shape now.
Also, not sure if I mentioned it but in the 1.3 patch, I fixed that annoying bug where characters would sometimes spin around corners in wide arcs unrealistically.
I like the look of Morale! If I may suggest color coding the medals with green, yellow and red (or some other) to denote high and low morale? I like trying to keep morale above 80, preferably 90+ personally, so a good visual reminder in my peripheral would be great. Or a numerical identifier along with the medals. Just a thought! Keep up the great work WaveLight! Currently trying finish up the story missions and still having a blast. May try another playthrough sticking with Psi Ops to see how its growth works out from low AP to high.
Thanks! I was thinking of having a colour grade for them as well. Not sure if I want to have the left medals start red and shift gradually to green? Or have all the medals be green if you have high morale and red if you have low morale?
Anyone can tell me how I change what ability is bound to the new quick button? I can't seem to figure it out.
In other news, I'm dumb. 1. Where is the rules menu? I read about it in a review and can't find it on my iPhone. Edit: found it. 2. If it's not answered there, how does Morale work? I'd think that certain weapons would do more morale damage (flamers) but can't find where that would be listed. 3. If I go in and out of the gear menu on the opening screen the opening screen is stuck blue tinged when I leave