Glad you're enjoying the game
I don't have time right now to reply to all the follow-up info, but for the first chunk:
- Gah, missions can get too close to the left side of the city. I feel so scrunched in!
I can try and expand the allowed black area around the map, if that will help.
- As a general rule, and I'll hit the specifics later, there is too much text in common dialogs/tooltips. Also, a few could use some more color. I'll have to hit tooltips in more detail later because I'm almost out of time.
Yea, Arcen Information Overload was in full force here. This is
after we cut it down a lot! Anyway, if better ways to put things (brevity, color, etc) can be identified then we can whittle away at the walls of text.
- Cover is first, confusingly named. They really should be called obstacles.
True, I've made a note to go through that after the official.
Second, it is hard to see. They really blend into the floor. I actually prefer when cover is out of LOS so I get the blue wireframes. Those are much easier to see. Actually, I have backed out of an area just so I could see those to plot a path. Adding a common border around all obstacles would be a huge help.
Hmm, I'm not sure how I'd do that. Not much of a shader programmer, you see. Would they look at all reasonable if they just stayed as wireframes? Or perhaps drew the wireframes whenever you had the "show firing ranges" key held?
- Why are there seemingly endless variants of the explosive floor runes? I can't tell that it matters.
The variants have no gameplay meaning. I can just make them always show up the same if that helps. Might not look as good.
Also, there are a damn lot of them for something that doesn't come up terribly often.
The tooltip was claiming they were rare? Mapgen doesn't seem to agree, yea. I'm happy to fix the tooltip, but if folks would rather see less of them, or perhaps make their frequency more mission-type-dependent that could probably be done.
They stand out and distract way too much and confusingly had both an important "bright white" color, and belied their dangerousness with that same color.
So dimmer and more orange than blue, or what?
- In Destruction missions, the explosive obstacles really should indicate they explode in their tooltip. My first destruction missions I was really uncertain what exactly exploded.
Newbie Trap Working As Designed
More seriously, yea, I can add a line to the tooltip there.
- No mini-map?
A minimap could never give you enough information while still being "mini". But I could give it a shot. It could be a bit of a performance hog, since the texture will need to be re-computed at the end of every turn, but it'll probably be ok. I'm guessing it would probably be 1x1 pixel per tile (since 2x2 doesn't allow much more info, and 3x3 allows an inner and outer bit of info but would be too big), with different colors for:
- unknown tile (black)
- known wall (dark gray)
- known empty space (light gray)
- known obstacle (medium gray)
- exo (light blue)
- known inactive enemy (dim yellow)
- known active enemy (light orange)
- exit (white, with slightly darker color drawing over adjacent tiles if they're empty)
- known helpful tile (ammo chest, repair bay, etc) (light purple)
- known objective tile (fabricator in a factory mission, etc) (not sure what color, since green and red are unusable for accessibility reasons; possibly a darker orange with the adjacent-tile-spillover like the exit)
Anything else?
- I'd like clearer indications of what mission objectives are still to be completed. Sometimes I'm uncertain if I've got everything so I need to run around to every explored place.
Hmm, the mission button on the sidebar's supposed to give that info, but perhaps there are mission types we couldn't figure out how to be clearer on.
Also, can we get a quick exit when the objectives are complete and no bots exist? Or maybe even objective complete, no active bots and no bots within X spaces of either the warp out or ourselves?
Hmm, yea, maybe we can make clicking the mission button end the mission if it's been accomplished. Probably without checks on active bots, etc, since that sounds pretty fiddly. Basically if you've won that's fine, it's up to you whether you want to kill the rest of the bots for money and search for remaining treasure, etc.
- Some traps (trip wires) don't indicate in the chat log what happened. Can be pretty confusing.
Oh, I thought they did. Any others than trip wires?
- I dislike the range indicator (orange icons). I'd really prefer a solid shading or other more subtle effect. Also dislike the AOE icons, but not as much.
Both textures are in RuntimeData/Images/ , I'm happy to use a different one if it's broadly considered to be better.
On exo-death notification, yea, that could stand to be better.
On putting static in the dead exo boxes, that could be done; nothing the texture pack can do there right now, nas1m, I'll have to code in a new animator for it to do that since it would presumably need to be multi-frame to have the appearance of static.
On mine/virus use by clicking I'll think about it. Single-press usage is nice, though I do get that the consequences are awkward here.
- Ninja welder is really awkward. Why can I ever hit myself?
Nobody said they were smart
I can exclude self-hits from that particular aoe type, but in general it's basically like shooting a plasma charge right in front of you: of course it's going to hit you. Though I did make the new volatizer and shotgun aoe types never hit the firing unit.
Incidentally, can the ninja actually hit itself with a welder? I thought its aoe-immunity would cover that. Unless it's literally shooting its own tile.
Why isn't a NSEW attack always away from the Exo? It is almost comical.
I'm not sure what you mean by North-south-east-west, but with the welder you can shoot at any tile in range, and control whether it's vertical or horizontal with the ctrl key.
- ThiefBot should probably just steal one of each. I think he reads "steals your best...blah blah blah". I'd prefer the simpler, if somewhat broader, effect.
True, would be simpler.
- If a bots attack will kill you if you press wait, I'd like a little "danger" triangle (with an ! in it) next to that bot.
I don't know if that much prediction is viable. But potentially it could do a simple check to see whether the bot's attack power would be sufficient to kill you on a direct hit. Bear in mind that some things won't generally get direct hits, or hits at all. So the warnings could be misleading.
- Similarly, I'd like a skull if my currently selected attack will kill a bot I'm mousing-over. The white "damage" indicator has fooled me twice with a sliver of shield.
Yea, I've also thought some kind of "this will actually kill it" indicator would be nice.