@coyot: Whether AoE/etc hits all dark enemies will be Anthony’s call ultimately. We’ll let you know what the decision is when he makes it.
Other stuff:
Fixing some bugs today.
Dealt with an issue where AoE attacks were hitting things outside of their normal range because of a range calculation glitch.
Next, fixed a bug with bulldog mode so that it now “unsticks” when you change target priority.
Another big thing - I added a little “save” button in the defender select screen in battle that saves your current targeting priorities, so they persist between deaths/recalls, battles, and even play sessions - it’s added to the save XML so hopefully this will meet everyone’s configuration needs.
All of this will be in version 0.9.33, which will go up towards the end of the day.
The last “big” request people have been making is for saveable battle positions, so if you lose at wave 30, but had a fixed strategy up to wave 20, you could “replay” the level up to that point and then choose when to diverge, etc, so you’re not always making the same rote decisions over and over again.
Sounds like a great feature! Unfortunately, this will have to wait until after gold release, because it’ll require a bit of extra work and we really need to freeze things down so we can ship reasonably soon. Post-gold, I can add a lot more of these sorts of things.
[size=14]Here’s my current list of “like to have” features which absolutely will NOT be making it into the gold release, but I’d love to get to afterwards:
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Battle replays - You can just straight up save a whole battle log of every single input you made, and replay it for a given battle, and then share it with friends, etc. Optionally allow it to come with an attached xml party data object so you can replay it with a specific party loadout that might no longer exist. Ability to “replay” this input data with a live game battle.
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Full battle logs - Not only player inputs, but everything that’s happened! What enemy is targeted, what attack is used, the results of die rolls, etc, blah blah blah. Then you grognards can analzye everything to your heart’s content. Ability to “replay” this data as recorded - ie, enemy spawns, etc, are controlled by the replay, not by the current level data.
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Make battles as deterministic as possible.
Right now battles are mostly deterministic, with a few exceptions - enemies are spawned with a bit of random wiggle, things like dodge, poison, critical, etc, all operate on die rolls, and other things. I ran a bunch of tests early in development that proved that you’d get the same results on all game speeds. I have no idea if this is still true, but aside from the above randomizations and some minor edge cases, it should still be the case. Going forward, I’d like to swap out the random calls with a different random function that guarantees that two players making the exact same inputs on the same battle will get the same die rolls (I’ll obviously need to do some research). There might still be some slight non-deterministicness with this, but it should hopefully be good enough for the purpose of replays, swapping strategies, etc.