Hi, we have been working. Thanks to our event this weekend, many inconsistencies were fixed, and one of the most common complaints people have on combat is addressed on disengaging mechanics. Shielded units now are less defensive, but will tire units less when they block.
- Added: New disengage mechanic, units engaged can now move with the following rules: -Disengaging will trigger attacks of opportunity from enemy engaged units. -If an unit activates a reactive ability, it cannot disengage in the same turn (it is possible to first disengage, then activate a reactive ability). -If any attack of opportunities hit, the disengage is cancelled, and the unit loses half of its movement points and two ACPs, if available. -A unit has one disengagement attempt per turn. -In the future, cavalry units will be able to disengage even if attacks of opportunity hit.
- Changed: battle map is now scrollable by moving the mouse to the edges.
- Changed: some optimizations to the in-game chat UI.
- Changed: Shields now use less stamina to block melee attacks, but have their block and cover values reduced slightly.
- Fixed: Cavalry units were not launching opportunity attacks in PVP mode.
- Fixed: Sprint/Gallop not synced in PVP mode.
- Fixed: Flanking arrow indicator of the unit was invisible when the unit moves or when alone.
- Fixed: movement sound not looping.
- Fixed: attack discontinuation and timing out. PS: We will post modifications to the AI's play to handle disengaging and improve their functionality (this will make PvE matches harder).