I failed to update the demo before the end of this year. Here is the features that are in the test build.
The changes focus on improving the UI to make tactical planning easier.
They will be rolled into the demo when we are "reasonably sure" I didn't break more things that I fixed, so early January if things go according to the plan. In the meantime, I wish you all a merry Christmas and happy holidays.
Here are the implemented changes we are currently testing:
Requested features
- mouseover for active props
- Bow icon/cursor
- WASD scrolling
- mouseover on stats
- Right Click to aim abilities
- Larger or more visible next character button???
- Tab or N to select next character
- scroll on map edges
- Blinking end of Turn button
- outline active props on hotkey
- backstab/support display
- disengagement difficulty indicator
- Show both shooter and target on animation
- Show enemy movement and threat range
- Use default cursor on icons
- Don't display damage preview on combat box
- Automatic end of turn option
- UI rearrangement
Bugfixes
- Map greyed out after panel selected
- wall disappearing on AI turn
- Multiple Return press required to end turn
- light overlay issues
- ranged attacks around corners
- scrolling out of the map
- turn button blinking at the wrong time
- turn processing: frozen
- missing close button on party screen
Content and other:
New outdoor map
Reworked AI to make the opponent parties more aggressive
The AI can now use "fixed weapons" (ie, magic artillery) and open doors.
Added Gemini knight with teleport ability.
I will keep working on the UI for a few more weeks, then move to fleshing the tactical abilities out (by adding stamina damage, and a few conditions like being prone or stunned), and rebalancing combat.