Rules for morale are in the rules section. Let me know if you need more details and I'll explain it. Right now all attacks impact morale in the same manner. It does make sense to have certain attacks impact morale more than others. I'll think about that and add it if I can. Can you explain a bit more? I don't understand.
It looks like there is an issue with the special missions with this update no icons or buttons appear on the screen.
Weird it just seems to happen special mission 1. You can access the mission but all you can see is the battlefield but there is no UII
I must have messed up the first special mission. I use that one to test new changes and I just have forgot to reset it properly. I'll fix that in the next patch.
Sorry, I seem to be unable to replicate it post patch. Will repost if I get it again. Maybe a section on experience in the rules menu? Not always clear to me why different characters get different amounts of XP.
I like that idea. I'll add it. The XP award system is quite involved so deserves an explanation. In other news, I'm experimenting with a see-through hologram system that will help you keep track of units that are obscured by walls. Here are some early attempts: See through hologram 3 by Rajpreet Dhillon, on Flickr transparency effect by Rajpreet Dhillon, on Flickr see through hologram 2 by Rajpreet Dhillon, on Flickr The effects are a little performance heavy but I do like them. I think I prefer the light blue hologram the best. Let me know your thoughts.
Yes, that's the one I meant. I forgot There were two that were light blue. There are several other options so I need to experiment and see which is the best in terms of looks, functionality and performance.
Finally had some time to play again. Love the new UI stuff, it all works really well; great job, thanks! I noticed that the big Heavy Arachnid bugs don't seem to have a real counterattack animation: all they do is a kind of wiggle that looks like they're shrugging their shoulders. Let them shoot a plasmaball or something like that for return fire? And in Story Mission 16 I saw for the first time that my Missile is doing seriously lower damage. I need to do the math to be sure, but my guess is that both the Nova and the Cyborg outpace him because of all their self-buffs. And they both have the same attack range - or even outrange him - as the Missile, which was his second main selling point early on (other being high damage). Especially the Cyborg turned into a damage monster. Fully buffed, he dealt over 800 damage in a single round to one of the Heavy Arachnids; all from his own AP pool, no Commander fueling needed.
I also agree with top one. Maybe a separate rules entry also for differences in difficulty modes? Probably germane to XP but likely not the only difference in modes.
That's probably just a bad setting in the unit's animation state machine. I'll fix it. Yeah, I suspect that the nova will outpace him in raw damage. That's sort of by design because the nova has to risk getting up close. The Vanguard is able to do a lot of damage with his vortex missile. Have you unlocked that ability yet? Either way, I may make firing stabilizers increase damage or something. That's really surprising. I'll need to check his abilities again. I know he has some self buffs but didn't realize they were that significant.
re Cyborg and damage: 3 self-buffs, and I think 3 overlapping forcefields from the others.. Like I said earlier, critchance out the wazoo And at least one item with +10 (or more, not sure) Max Missile Damage. A crit doubles your damage range, if I remember right? His base damage isn't that high, but all the +damage buffs add up nicely. His crit damage against the Heavy Beetle averaged between 100-140 or so. Highest was ~180. I still need to find time and list all the stuff I use to pump my folks up, and how much effect it all has combined. Oh, and: the Nova getting up close and personal? Hahah. I mean "no". Attack Range 9 Missile has Range 10 / 13 buffed, Cyborg has 13.
Great update, I like the UI changes and the quick skill button has been really handy for my commander and medic. One small bug I found is related to the game speed button. During the opponent's turn I like to click it to the 2x speed, however when it returns to my turn it goes back to 1x speed. Then I set it up again during the next enemy turn, and so on we repeat.
That's kind if by design. Do you think it would be better to remember what setting you applied and then keep the enemy turn at that speed?
Yes, that would be perfect. Before this change, I would normally click to speed up the enemy turns and then click again to slow mine down to normal. If the enemy can remember to stay at either 2x or 3x when I set it and automatically revert to 1x for me, that would be perfect.