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I would really really like it. Please?
Perhaps as an option?
The other options does work great!
Original comment by SamuelPl...@gmail.com
on 26 Nov 2010 at 9:49
There are easy and hard monsters. If I fight hard ones I usually think exactly
if I hit them one more time or better get healed. But fighting easy monsters I
just want the time to pass by.
So I suggest 2 things
1) If the monster attacks I could force it to attack by clicking anywhere on
the screen.
2) If I have fewer APs left so that I could not attack again I could end the
turn by clicking anywhere on the screen.
So when I attack easy monsters I only have to click many times anywhere on the
screen fast.
These changes should not be applied to the attack button.
Original comment by SamuelPl...@gmail.com
on 26 Nov 2010 at 11:10
Yes, I think we should implement the possibility of speeding up the monsters'
turn by clicking the screen. There are some tricky implementation details we
have to sort out though. The monster turns are handled asynchronously at the
moment, so we have to make sure that clicking won't cause a double attack to
occur.
I will have to investigate this in detail. For 0.6.6 however, it will have to
wait. I'll start working on that after we have released 0.6.6 .
On a side note regarding 2, I noticed that if you attack with a weapon that has
4 AP cost, you end up with 2AP left after two attacks. Because of these 2AP,
the turn won't automatically end (which it does if you end up with 0AP). For a
long fight, it would really be much easier if the turn auto-ends when you have
used up all your AP. The reason for the turn not auto-ending now is however
that 2AP is exactly what is required to use an item. So in order not to spend
the players AP unnecessarily, the game wont auto-end such a turn. I've raised
the AP cost of using items to 5AP now, and this makes the combat go much easier
when doing long battles with weapons that have AP cost 4.
Original comment by oskar.wi...@gmail.com
on 27 Nov 2010 at 6:46
Regarding the change from 2 to 5 AP for using Food and potions. (good idea)
This almost fixed (2). There is a special case:
If I need 3 AP per attack and attack 2 monsters. Then if I kill the first one
with 3 hits I got 1 AP left. But the turn is NOT automatically ended.
Original comment by SamuelPl...@gmail.com
on 29 Nov 2010 at 1:03
You could easily add this by specifying an attack speed in the preferences.
Perhaps there should be 4 values:
normal
fast
very fast
instant
Original comment by SamuelPl...@gmail.com
on 29 Nov 2010 at 1:13
Attack speed is now implemented as a setting. I have tried it briefly on my
device and it feels a lot better.
The available modes are:
- Instant (no animations)
- Fast (400ms per action)
- Normal (1000ms per action) This is the default in 0.6.6 .
- Slow (1500ms per action)
Thank you again SamuelPlentz for suggesting it, this is a small but good change!
Original comment by oskar.wi...@gmail.com
on 8 Dec 2010 at 7:38
Similar to end-combat short notify (which could be improved as well...) there
could be a summary-type turn handling:
a) one summary line per opponent:
Spectre hit you 2 times for a total of 3 HP
Spectre hit you once for 1 HP
Spectre missed you completely.
b) one summary line per round: [...] means optional
2 [of 3] opponents hit you 3 [of 9] times for a total of 4 HP. [(1 critical
hit)]
The display option (e.g. called "combat detail level") could be:
- verbose (as it is now)
- short (one line per opponent)
- terse (one line per round)
Original comment by surrano
on 8 Dec 2010 at 11:31
I really like the idea of "combat detail level".
Original comment by SamuelPl...@gmail.com
on 8 Dec 2010 at 12:07
Thank you for surrano the suggestion of combat verbosity. I agree that it could
be easier to follow the whole fight if the output was condesed a bit more. I'll
move that suggestion into its own issue, so we can keep track of that
separately and keep this issue about the monster attack speed. See Issue 68
about that.
Original comment by oskar.wi...@gmail.com
on 8 Dec 2010 at 8:17
This is solved very well now. Thanks.
Original comment by SamuelPl...@gmail.com
on 10 Dec 2010 at 7:52
Original comment by oskar.wi...@gmail.com
on 20 Dec 2010 at 9:11
Original issue reported on code.google.com by
oskar.wi...@gmail.com
on 26 Nov 2010 at 1:49