Comments (3)
I can see providing info on activation rates assuming the result is always 100, but I'm doubtful as to whether it should be seen as anything other than an activated skill when it only affects certain units. regardless. I'll probably be working on this next.
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Alright, I need to retool it a bit still to address some flaws I'm working on with it, so don't cut loose on it just yet. I really do deeply appreciate the work you've been doing though. It makes me so happy.
from femultiplayer-v2.
Good to go, I'm going to have to playtest it extensively with Sarah when it's ready. This turned out more complex than I originally thought it'd be. A lot of funky math I did to try and achieve the effect I wanted.
from femultiplayer-v2.
Related Issues (20)
- Add a detailed character screen
- Unit's last known Field of Vision remains after being Rescued HOT 1
- Spectators should be able to see mutual fields of vision in FoW HOT 1
- Camera location updates during FoW Enemy Phase HOT 1
- Desynced ready status when returning to lobby
- app.config is undocumented HOT 3
- Improve Level Editor HOT 2
- Repositioning before the start of a game
- Add unique music option to app.config for battles involving Lords HOT 2
- Rage Mechanic
- Using Give Command crashes Server
- Server crash when smiting/shoving HOT 1
- Guy and Matthew can break the speed cap of 35
- Show previously saved teams in the "load team" dialog HOT 1
- Allow spectators to join and watch a game in progress HOT 1
- Dropped rescued enemies are shown grayed out HOT 2
- Spectators are required to be ready to start a match
- Red team's rescue icon is the wrong color
- Effective weapons aren't flashing in FightStage
- Add a game timer
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