-
It would be helpful to understand the calculations of the combat turns. This would help the player understand how the calculations are being done. A player at the end of combat would be able see in fu…
-
#### Issue Description:
I dont know how to get in touch with the author, but it is an exploit technically.
#### What happens:
This book is used to store xp, the skill tree in game on MMC4 V27 F…
-
looks like the speed scale not work for turn-based combat
owlcats give us a X3.00 option
but could we get X10.00?
while large amount enemies move in turn-based combat, it will always waste too mu…
-
## Event Name
The Labyrinth
## Rarity Tier
Ultra
## Waves
50-150
## Description
You trip and fall into a hole in the ground. You lose consciousness, but when you wake up, you find…
-
Attention Markers can be incorrect at times because the prediction is not simulated out the same way it actually occurs in real time. Things like PlanningView and OnDrawSelected tend to find targets b…
-
It feels weird to play multiple rounds of combat in the "What do you do next?" mechanic, especially if there are many possible actions a user can take.
It's also unsatisfying to resolve the complete …
-
The game's current combat system is too monotonous and simple. Implement a new one with turn based combat. This opens the door for more specialized items and character building.
-
### Preliminary checks
- [X] I've checked that there aren't [**other open issues**](https://github.com/ihhub/fheroes2/issues?q=is%3Aissue) on the same topic.
- [X] I've checked that this issue is rep…
-
For a long while i've used combat macro and it's been very good, up until Fyraak. It took a while to figure out that having a combat macro made the workaround, well, not work.
Would it be possible …
-
Several new timers shall be implemented into the game world. Presently, there is only one, which issues a serverwide message periodically.
- Enemies can initiate combat if near players after a cer…