Ok, I noticed one bug pretty quickly,
All types of "seeker" projectiles dont seem to actually be registering collisions with the character. They do no damage at all and just tend to stick to the character. Small fairies which usually pop upon contact with a shield dont do that either. I can hit them all with projectiles just fine though.
EDIT: Some of them are like ALMOST colliding but then bugging out, like the purple.... er..... whatever those are that the landspeeder fires, or the shots from the Gazebos, they sorta spaz out upon contact with the character and jerk off to the side, and then continue moving.
Oh, I wanted to comment on this. I'm not sure what's causing it, but it's happening with a whole range of creatures. It's intermittent and seems to just turn off their collision damage entirely - they aren't breaking through boxes, for example. I was able to stand on the Overlord's head with no ill effects.
And it is fantastic. It makes a stellar difference to the game to not have to deal with stuff like brushing a skelebot and going flying across the screen, and taking a bazillion damage and it brings the benefit of being close to an enemy more in line with the benefit of being far away, which is a great change as far as I'm concerned.
Obviously something is actually broken here, but I'd love if this could be investigated as an avenue for improving the game in general. It just makes such a great difference.
I agree. Reviewing what should and shouldn't have a passive melee on contact (as opposed to an explicit, active melee attack) could most certainly use massive reviewing.
Stuff that you would expect to hurt by merely touching it should have a passive melee (like balls of fire or balls of lightning or stuff like that). However, this is the minority of enemies. Most enemies would logically have an active melee. Like take for example, a skelebot or a rhino. Would merely touching a skelebot or a rhino that isn't trying to melee you logically hurt you? No, their damage comes from them trying to stab/whack/whatever you. Thus, it stands to reason that they shouldn't get "free" melee, but rather have to do something to do it (which implies an animation, which may imply a delay, and most certainly implies a hitbox (like instead of all around, only their hand or their front or something can deal melee) which means you can "sneak behind it" and get some hits before they get a chance to turn around and then melee you, and finally implies that their "global cooldown" is hit (no meleeing and firing a projectile on the same frame, just like players can't))
As a counter example, what about an explosion esper (that ball of fire) that is not actively trying to ram into you, would touching it logically hurt? Yes. As a general rule, fire hurts when you touch it, whether that flame is actively "out to get you" or not. Thus, it makes sense that they get a "free", passive melee attack.
Hmm, I think this is a good balance overhaul suggestion for mantis.
EDIT: Actually, this would be better as a new forum topic.
EDIT2: Done,
http://www.arcengames.com/forums/index.php/topic,10786.0.html