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Games => Telepath Tactics => Topic started by: Ertxiem on December 13, 2012, 05:21:09 PM

Title: Wish List for Telepath Tactics
Post by: Ertxiem on December 13, 2012, 05:21:09 PM
It might be interesting to create a Telepath Tactics Wish List.
Eventually some ideas may be implemented by Craig and others may become possible to create via Kickstarter.

In case somebody needs inspiration, one can visit the Telepath RPG Servants of God Wish List (http://sinisterdesign.net/forum/index.php?board=14.0).
Title: Re: Wish List for Telepath Tactics
Post by: bugfartboy on December 13, 2012, 10:39:11 PM
The the Gifted Chicken, Buh’Baque (http://sinisterdesign.net/new-tsog-character-announced/), should be on this list. Once again, as an easter egg. :P
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on December 14, 2012, 10:00:52 AM
Aquatic Movement (http://sinisterdesign.net/forum/index.php?topic=1181.0), so one can see campaigns with lizardmen from the swamp and pirates from the sea.  While not as mobile as flying units, aquatic units would still be a fun, new challenge.  In land covered in rivers, swamps, and waterways, aquadic enemies would be highly mobile threat that wouldn't be vulnerable to piercing damage like their flying counterparts.

More shadowling sprites! (http://sinisterdesign.net/forum/index.php?topic=1230.0) If there is a campaign with shadowling soldiers (http://telepath.wikia.com/wiki/Loyalist_Soldier), healers (http://telepath.wikia.com/wiki/Loyalist_Healer), avengers (http://telepath.wikia.com/wiki/Loyalist_Avenger), and captains (http://telepath.wikia.com/wiki/Loyalist_Captain), then it would be nice if they didn't all look exactly the same. We can also take some shadowling variations from TRPG2.  Maybe give a shadowling spirte a scar like Tastidian, a  horn like Darkeye, a mask like Hellion, or a bandana like Niven.
Title: Re: Wish List for Telepath Tactics
Post by: bum_199 on December 28, 2012, 12:21:59 AM
In general i always liked the idea of some turn based tower defense in a tactics game like this. Maybe some missions where you use your troops which can move combined with some structures or towers that dont move to defend something or simply haveing the structures in normal battles to affect it would be cool.
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on December 31, 2012, 10:26:19 PM
Do you mean like the Ballista (http://fireemblem.wikia.com/wiki/Ballista) in fire emblem (http://www.youtube.com/watch?v=CTgjf00QYNY)?
Title: Re: Wish List for Telepath Tactics
Post by: bum_199 on January 02, 2013, 02:27:10 AM
just a unit that doesnt move with a special ability. maybe you control it maybe you have to defend it just grants a bonus if you take it. on an unrelated note PLEASE DO WHAT WESNOTH DOES AND PUT IN TIMERS FOR PLAYER TURNS.....ive been playing some other multiplayer tactics games and it gets old when people have 20 minute turns.
Title: Re: Wish List for Telepath Tactics
Post by: ArtDrake on January 02, 2013, 02:42:42 AM
Oh, dear. You might want to take a moment or two to make your post more understandable -- I'm not being intentionally cruel here, but as it stands, your ideas aren't being expressed very clearly. Proper grammar is usually helpful in that regard, and all caps for emphasis is highly unnecessary; just italics or an exclamation point will do.
Title: Re: Wish List for Telepath Tactics
Post by: Ertxiem on January 02, 2013, 06:49:03 AM
Welcome bum_199. Thanks for the suggestions you've made.
I agree that in, any game, waiting forever for another player is rather annoying.

Just to reinforce what Duckling said, I'll quote what the older mod usually says:
Quote from: KZ
Read the rules, use proper grammar and punctuation, play the games, share your ideas and enjoy your stay!

Edit: Typo correction.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on January 02, 2013, 07:33:34 PM
Telepath Tactics does indeed have turn timers for multiplayer! (See: http://youtu.be/5TBWLBe5Gs0?t=5m20s&hd=1 (http://youtu.be/5TBWLBe5Gs0?t=5m20s&hd=1))
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on January 06, 2013, 08:16:00 PM
Here are some ideas from the TSoG Wish List that could be implemented in Telepath Tactics:
*Light Spriggat (http://sinisterdesign.net/forum/index.php?topic=62.0)
*Shadowling Guardian Teammate (http://sinisterdesign.net/forum/index.php?topic=286.0)
*Shadowling Healer Teammate (http://sinisterdesign.net/forum/index.php?topic=234.0)
*Bronze Golem Character (http://sinisterdesign.net/forum/index.php?topic=654.0)
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on January 07, 2013, 07:52:31 AM
The Golden Spriggat and Bronze Golem are already in the game. Or do you mean providing playable characters of those types in single player?
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on January 07, 2013, 07:51:09 PM
TSoG didn't have a multiplayer, so the TSoG Wist List only had ideas for a campaign setting.  I believe any old TSoG wishes would be more applicable for Telepath Tactics's campaign than its' multiplayer.
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on January 13, 2013, 08:31:50 PM
In general, I always liked the idea of some turn based tower defense in a tactics game like this. Maybe in some missions, you can have troops combined with some structures or towers that don't move to defend something, or you can simply have the structures affect normal battles. That would be cool.
Do you mean like the Ballista (http://fireemblem.wikia.com/wiki/Ballista) in fire emblem (http://www.youtube.com/watch?v=CTgjf00QYNY)?
Just a unit that doesn't move and has a special ability.  Maybe you can control it or you just have to defend it to be granted a bonus.
Would an Energy Golem (http://sinisterdesign.net/forum/index.php?topic=1205.0) unit be adequate?  They are a stationary units with the special ability to strike strike multiple targets over long distances.  Since an energy golem is weak to melee, the player can quickly lose the advantage the unit provides if the player doesn't properly defend it.
Title: Re: Wish List for Telepath Tactics
Post by: StrawmanMatt on March 17, 2013, 01:36:41 AM
My wishlist:

- Get rid of this Adobe AIR nonsense so we can actually have a Linux version that is not a throwaway reliant on abandoned, unsupported software. (I still haven't played the demo yet and am relying entirely on videos to see what the gameplay is like)

- Play-by-email multiplayer.

- Hexes.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on March 17, 2013, 08:36:46 AM
Hey Matt! I'd love to do a native Linux port. I am increasingly not a fan of Windows or Mac, so from a personal standpoint, I really want to support Linux in whatever way I can. However, I also have to be careful: Linux is currently fragmented across many distros (http://constantmayhem.com/ty-stuff/linuxsurvey/2013.html), and I really can't afford to wade into a quagmire porting the game! My personal hope is that Valve releases the Steam Box soon, and that that helps to consolidate the field a little.

I hope that makes sense. Thanks for sharing your opinion!
Title: Re: Wish List for Telepath Tactics
Post by: StrawmanMatt on March 17, 2013, 09:39:40 AM
That was a much better answer than I had been expecting. :D

As it stands it seems that Steam currently works with Ubuntu and very little else, but that you even thought about the long (http://www.opensuse.org/en/) tail (https://www.archlinux.org/) of (http://fedoraproject.org/) other (http://www.debian.org/) distros (http://crunchbang.org/) is certainly a relief from the "of course it works with Linux, there's the Ubuntu binary right there" I've seen from some other indie devs.

(Of course, even that is better than the answer I was fearing and might still actually turn out to be the case, "sorry, the entire engine is inextricably tied to use of Adobe AIR, it's just not feasible to revamp the whole thing for this project".)

If you were willing to distribute a compilable source code along with a binary it might (barring the above parenthetical) make cross-compatibility much simpler since the user can just work out their own libraries, compile for 32- versus 64-bit, etc. - especially in a game like this with little randomization and primarily singleplayer+hotseat multiplayer so cheating isn't an issue. It feels weird even suggesting that for a commercial work, but in theory I don't see how it would be any more piracy-friendly than, say, storing the game resources as independent PNG/OGG/XML files.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on March 17, 2013, 10:48:17 AM
Yeah, that's not something I've ever done. (Which isn't to say it's out of the realm of possibility!) Once I get the core game completed, I can look into the feasibility of a native Linux port.
Title: Re: Wish List for Telepath Tactics
Post by: StrawmanMatt on March 18, 2013, 12:12:35 AM
Here's hoping then!

In the meantime, so how about that play-by-email option, for those of us who have no friends only know people with similar gaming tastes online or with badly differing schedules and/or time zones?
Title: Re: Wish List for Telepath Tactics
Post by: Ertxiem on March 18, 2013, 02:37:26 AM
[...]<strike>[text]</strike>[...]
StrawmanMatt: you can try to use [ s ] text [ / s ] (without the extra spaces).
You'll get text.
Title: Re: Wish List for Telepath Tactics
Post by: JeenLeen on March 22, 2013, 10:39:37 AM
When it says 'click to begin' (I forget the exact words) for when a turn starts, could you add that 'press any key' also starts the turn?

Edit: I was just playing the public demo, and by mistake hit either the option to surrender or the one to exit the game.  Could you add a question like a "Are you sure?" pop-up beforehand to prevent accidental exits?

Also, could an option be added such that, when you exit a battle before ending it in campaign mode, the game saves any experience/items gained?  I realize that it could be too much to be able to save a battle mid-game (though that would be nice), but if at least xp were maintained, I wouldn't feel like I lost my time investment if I had to quit a battle before finishing it.  Plus, it would give players who want to a chance to level up their party extra or strengthen weaker players by fighting most of a battle, quitting, then starting again.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on March 25, 2013, 06:26:29 PM
In the meantime, so how about that play-by-email option, for those of us who have no friends only know people with similar gaming tastes online or with badly differing schedules and/or time zones?

This is actually something I started coding a while ago, then dropped to focus on single player. I think it would be pretty feasible for me to finish that feature up before release. :)


When it says 'click to begin' (I forget the exact words) for when a turn starts, could you add that 'press any key' also starts the turn?

Hm, probably. Right now, the Esc key serves that function. (It also advances dialog and closes menus.)

Edit: I was just playing the public demo, and by mistake hit either the option to surrender or the one to exit the game.  Could you add a question like a "Are you sure?" pop-up beforehand to prevent accidental exits?

Yup--that's on the Big List of Stuff To Add to the Game. ;)

Also, could an option be added such that, when you exit a battle before ending it in campaign mode, the game saves any experience/items gained?  I realize that it could be too much to be able to save a battle mid-game (though that would be nice), but if at least xp were maintained, I wouldn't feel like I lost my time investment if I had to quit a battle before finishing it.  Plus, it would give players who want to a chance to level up their party extra or strengthen weaker players by fighting most of a battle, quitting, then starting again.

Hm. If I do something like this, it'd be via full-fledged mid-battle saving. I don't want to encourage players to grind by constantly quitting battles halfway through!
Title: Re: Wish List for Telepath Tactics
Post by: JeenLeen on March 26, 2013, 08:32:14 AM

When it says 'click to begin' (I forget the exact words) for when a turn starts, could you add that 'press any key' also starts the turn?

Hm, probably. Right now, the Esc key serves that function. (It also advances dialog and closes menus.)

That should work fine if the 'any key' function can't be added in.  Glad to know it works for dialog, too.   :)

Also, could an option be added such that, when you exit a battle before ending it in campaign mode, the game saves any experience/items gained?  I realize that it could be too much to be able to save a battle mid-game (though that would be nice), but if at least xp were maintained, I wouldn't feel like I lost my time investment if I had to quit a battle before finishing it.  Plus, it would give players who want to a chance to level up their party extra or strengthen weaker players by fighting most of a battle, quitting, then starting again.

Hm. If I do something like this, it'd be via full-fledged mid-battle saving. I don't want to encourage players to grind by constantly quitting battles halfway through!

Would there be any random battle zones or ways to level up? 
Though if there are no ways to just level, that does add a tactical edge about having to level up your party somewhat evenly to keep them all on equal footing.  Personally I don't care for it and would rather have a way to level up--plus fighting old battles and trying different tactics could be fun--but I see how it's an interesting element for the game.  I remember Vandal Hearts (PS1 game) was like that, and it made the game a little harder but didn't really hurt it.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on March 26, 2013, 07:36:32 PM
Optional side missions may be a possibility, but I don't plan to allow any sort of persistent grinding in the main campaign.
Title: Re: Wish List for Telepath Tactics
Post by: bum_199 on March 29, 2013, 10:56:47 PM
energy golems and ballistas sound great but i'm more concerned about modding in units with 0 movement that may attack or buff with  various ranges and aoe. I'm wondering what ill be able to mod in.  I'm also wondering if certain unit types (take the tower idea for example) could be modded to be immune to backstabbing, side stabbing, pushing, pulling throwing and status affects. On some side notes will there be a status affect to temporarily increase movement or number of turns and can we change victory/failure conditions?
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on March 30, 2013, 10:41:42 AM
If possible, it would be cool to see a Giant Mantis (http://telepath.wikia.com/wiki/Giant_Mantis) not being ridden by a cavalier.  These would make a good non-sentient unit that can be used in numerous situations including war pets and wild encounters.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on March 30, 2013, 11:27:01 AM
will there be a status affect to temporarily increase movement or number of turns and can we change victory/failure conditions?

Yes to all of these! All of these are currently supported in-game in one form or another, but there's still room for more robust implementations.
Title: Re: Wish List for Telepath Tactics
Post by: bum_199 on April 04, 2013, 11:27:22 PM
Whats the games take on immunties? will we be be able to adjust immunities to status affects and whether certain units can be pushed, pulled, or thrown? will we be able to adjust if units are immune to backstabbing and side stabbing? On a separate note can we adjust which units have a chance to counter attack?
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on April 05, 2013, 07:33:49 AM
You can adjust whether units have a counterattack, as well as setting a numerical limit on how many counterattacks a unit gets per turn. You can make character immune to status effects by giving them 50% or greater resistance to the element of the attack that imparts that status effect (e.g. characters with 50% or greater Heat resistance will be immune to Burning). To make it so a unit can't be pushed, pulled or thrown, set its pushable attribute to false. There is not currently any way to make units selectively immune to backstab or sidestab damage.
Title: Re: Wish List for Telepath Tactics
Post by: the_question on April 08, 2013, 03:38:15 PM
I know when you scroll over a unit you can see all what elements they are resistance to.  Is there a way to display how many counters someone has and what fashion they counter (e.g. range or "with sword", etc.)? 

That would be a nice thing to add to the wish list

*edit

Is there a way of selecting a group of units (for example: 3 units) and telling them to move/Rally to a point?  That would be nice too.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on April 08, 2013, 05:24:30 PM
I know when you scroll over a unit you can see all what elements they are resistance to.  Is there a way to display how many counters someone has and what fashion they counter (e.g. range or "with sword", etc.)? 

Yup! When you right-click to bring up the expanded character info screen, you should see a counterattack listed if the character has one, with the maximum number of counterattacks in parentheses next to it.

Is there a way of selecting a group of units (for example: 3 units) and telling them to move/Rally to a point?  That would be nice too.

There isn't yet, but I've been wanting to add this functionality. It'll happen sooner or later. :)
Title: Re: Wish List for Telepath Tactics
Post by: ArtDrake on April 09, 2013, 08:03:59 PM
[When I saw what you had written about the restorative tiles, I got so excited I very nearly posted in the Developer's Log by mistake.]

You might guess what I would be very interested in seeing, as a direct consequence of this newest development [Of course, no pressure. You've already done so much to support customization and modification support].

Creating tiles that alter other stats and/or custom variables by standing on them. With other statistic-modifying tiles, you could create squares that ready a unit defensively and increase the amount of counters available to them, or make solid ground that makes characters unpushable, or, or... *mind whirrs and clicks with the sounds of possibility*.

Custom variable tiles could be cool for out-of-dialogue custom variable interaction -- a unit might stay at a shrine for a few turns to improve favor with a deity, or man the oars of a ship to prevent a pursuing fleet from catching up, thus preventing another more difficult battle... again, the possibilities expand without bound.

If this is difficult, or you feel you've devoted a satisfactory and reasonable amount of time to this sort of thing, I understand. [but it would be so cool!]
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on April 09, 2013, 08:55:49 PM
out-of-dialogue custom variable interaction

This is already possible--just use the EndConvImmediately action after running the other script actions so no dialog window is shown.

I do still need to add location-triggered dialog, though, and dialog that can be triggered more than once per battle.
Title: Re: Wish List for Telepath Tactics
Post by: the_question on April 09, 2013, 09:42:42 PM

This is already possible--just use the EndConvImmediately action

Seriously!  How do we get this type of stuff advertised more  :(  .  Like on your page on Kickerstarter?!?!  Should I start posting wish list items in the comments on Kickstarter so people can see this stuff?!

For real, this is great.  I...am gonna post on KS from now on. 
Title: Re: Wish List for Telepath Tactics
Post by: Zackirus on April 10, 2013, 02:24:59 PM
Hmm... I was reading the manual and discovered that TT has a fog of war aspect. I am wondering whether or not it is planned to have a Obfuscation-using (the practice of preventing enemy psys from locating or reading ones' thoughts telepathically) unit/class who has high perception, allowing the player to scout out the field for incoming enemies. Inversely, having a unit (or perhaps the same unit) that blocks enemies perception (mental perception at least) allowing for sneak attacks against the enemy.

The Nameless One does this in TSoG, so I wonder if it can be applied to the batteflied
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on April 10, 2013, 04:43:54 PM
Interesting idea; I hadn't thought about that! I'll try to keep that suggestion in mind for the future. ;)
Title: Re: Wish List for Telepath Tactics
Post by: Jito463 on May 02, 2013, 07:02:34 AM
Regarding the action bar.  I find it somewhat cumbersome to have to activate the action bar, and then to cancel it (or select move) to move a character.  It would be more convenient to always have "move" as an option when you select a character.  To deal with the "action" portion, make the action bar permanently attached to the bottom (possibly as a popup).  Or configurable as to where it's attached, for those who may prefer it on the side, or up top).  That way, every time you select a character, it shows their actions.

Also, it would be nice if we could still select a character who can no longer move.  I had one character level up after their turn finished, and I wanted to see the new options available, but I was unable to until their next turn.

Finally, it would be helpful - in cases where you just want to use a mouse - to be able to click off (either left or right) from a character, and stop controlling that specific character, without having to select a new one.  Preferably right-click, but possibly left clicking outside of their AoM (area of movement) would be practical, too.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on May 02, 2013, 07:56:38 AM
Finally, it would be helpful - in cases where you just want to use a mouse - to be able to click off (either left or right) from a character, and stop controlling that specific character, without having to select a new one.  Preferably right-click, but possibly left clicking outside of their AoM (area of movement) would be practical, too.

That, you can do by either hitting Esc or clicking the middle mouse on an empty area.
Title: Re: Wish List for Telepath Tactics
Post by: Jito463 on May 02, 2013, 11:04:48 AM
The middle-mouse I didn't try.  I knew ESC would work, but I was looking for a way to do it with just the mouse.  Thanks for the heads up.
Title: Re: Wish List for Telepath Tactics
Post by: Jito463 on May 02, 2013, 11:09:25 AM
One more question.  Is there a plan to implement AI battles outside of the campaign?  Like a multi-player game, but with AI opponents.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on May 02, 2013, 11:26:39 AM
Yes! Start a Local match and where you see "None" or "Human," set the player to "CPU."
Title: Re: Wish List for Telepath Tactics
Post by: Jito463 on May 02, 2013, 12:21:29 PM
Oops, I hadn't proceeded far enough in to see that.  Meh bad. :)
Title: Re: Wish List for Telepath Tactics
Post by: Nendrel on May 02, 2013, 12:49:31 PM
Is there any way to load a previous mission at the campaign? "Load campaign" only loads most recent mission.

Edited: Will be support for translations? (I'm from Spain). If not, is there any way to contribute with it?
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on May 02, 2013, 01:11:29 PM
Is there any way to load a previous mission at the campaign? "Load campaign" only loads most recent mission.

Edited: Will be support for translations? (I'm from Spain). If not, is there any way to contribute with it?

Manual saving and loading is not supported yet, but it's coming.

Localizations are something I'll be looking into after the release of the game. (Of course, there's nothing to stop you or any other fan from going into the files and translating all the dialog, item names, class names, and attack names!)
Title: Re: Wish List for Telepath Tactics
Post by: Quixzlizx on May 03, 2013, 07:25:35 PM
Are you planning on implementing windowed mode and the ability to choose resolutions?  I prefer not to have games take up my entire screen.  Thanks.
Title: Re: Wish List for Telepath Tactics
Post by: bugfartboy on May 03, 2013, 07:52:25 PM
You can press ctrl+F and put the game in windowed mode, provided you're on Windows. I don't know about Mac.
Title: Re: Wish List for Telepath Tactics
Post by: Quixzlizx on May 03, 2013, 08:29:48 PM
You can press ctrl+F and put the game in windowed mode, provided you're on Windows. I don't know about Mac.

Thanks for informing me of that, although that causes the window to only take up about a fourth of my screen.  I'm hoping multiple resolutions will eventually be supported.
Title: Re: Wish List for Telepath Tactics
Post by: bugfartboy on May 03, 2013, 08:55:46 PM
You can click and drag the bottom right corner to expand it as you see fit.
Title: Re: Wish List for Telepath Tactics
Post by: Thaliak on May 03, 2013, 09:20:10 PM
I just got a chance to play the early access build. While the campaign was a bit easy, I enjoyed it.

I would like to echo Jito463's request to show the action bar and movement ranges automatically, as that would speed up play considerably. Ideally, I'd also like keyboard shortcuts for moving (e.g., the number pad), selecting attacks (e.g., 1-8), and rotating. A mouse shortcut for the later (e.g., holding down the right mouse button and moving the mouse up, left, down, or right) might also be convenient.

In the campaign's bridge battle, consider explaining what happens when you pull an enemy into water once the player gets close to the bridge.

I was surprised to see the enemy expose its back by facing toward a wall. It should only do that if it's trying to lure me into a space to set up a trap, which I don't think was the case.

Is there a way to see a tile's elevation when there's no character on the tile? If not, consider adding one.
Title: Re: Wish List for Telepath Tactics
Post by: Quixzlizx on May 03, 2013, 09:20:50 PM
You can click and drag the bottom right corner to expand it as you see fit.

I know that, but it just creates empty black space around the fixed resolution.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on May 04, 2013, 06:31:22 AM
Ideally, I'd also like keyboard shortcuts for moving (e.g., the number pad), selecting attacks (e.g., 1-8), and rotating.

Thanks for all of the suggestions! A lot of those (e.g. having the AI put its back to walls) are planned. As for keyboard shortcuts, though, check page 4 of the manual.
Title: Re: Wish List for Telepath Tactics
Post by: jhocking on May 08, 2013, 07:31:19 PM
I'm sure others have mentioned this, but one small thing that would be nice would be for the Options to be remembered between sessions. I always do double time and screen edge scrolling, but keep forgetting I have to reset that.
Title: Re: Wish List for Telepath Tactics
Post by: JeenLeen on May 21, 2013, 09:53:00 AM
Is it intentional that an Enthralled unit cannot give its items to one of your units?  (In other words, if I enthrall an enemy unit, when I control it, I cannot make it give its items to one of my units.)  That would be nice to be able to do. 

It's not a big deal, though, since I can make them drop the item and then have my unit pick it up.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on May 21, 2013, 05:48:33 PM
Ah! That's an oversight on my part. I'll have that fixed shortly.
Title: Re: Wish List for Telepath Tactics
Post by: JeenLeen on May 25, 2013, 09:35:36 AM
In campaign mode, could it be set so that any item bags on the map are automatically collected when you win a battle (like in Ogre Tactics, I think)?
I could see having the main character be the default receiver of all such items.

It's frustrating to kill someone who has an item or gold last, or to make bad tactical decisions to collect item sacks.  (Although I can see having to make the decision about whether to focus on items or enemies as a sound part of the game... Not being able to bust open every barrel after combat ends makes sense, but it just doesn't make sense to me that the party would leave supplies laying on the ground.)
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on May 25, 2013, 12:42:40 PM
Yeah, I'm planning to address that! Not to worry. ;)
Title: Re: Wish List for Telepath Tactics
Post by: bugfartboy on June 06, 2013, 02:38:58 PM
I have a suggestion for the map editor.

When I'm playing around painting on a large map, I find it irksome to have to manually change between the move tool and the paint tool. Perhaps you could add functionality to the right click feature. I think it would be a good idea that if you hold down the right mouse button (or left based on how you have your mouse set up) you automatically switch to the move tool, and releasing it would change right back to the paint tool.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on June 06, 2013, 03:58:16 PM
Do you have a mouse wheel? Middle mouse does that.
Title: Re: Wish List for Telepath Tactics
Post by: bugfartboy on June 06, 2013, 04:04:01 PM
Incredible, the things I miss. Never mind then.
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on June 07, 2013, 05:10:50 PM
Like Qudssi from TSoG, Alvin Schmendrick has mobility that makes him a very useful unit, yet he will become boring to use as he is the only unit not learning new attacks and skills.  It would be nice if he was at least able to learn one new skill even if it is only at a very high level.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on June 07, 2013, 06:37:51 PM
I'm not 100% sure that I'll actually be using him in the real campaign. If I do, he'll get the ability to learn new skills.
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on June 08, 2013, 02:19:48 PM
The idea applies to any Cavalier that only has Lance as an attack.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on June 08, 2013, 03:33:40 PM
Cavaliers have only Lance in multiplayer for balance reasons.
Title: Re: Wish List for Telepath Tactics
Post by: SmartyPants on June 10, 2013, 04:35:34 PM
I was referring to campaign characters who are cavaliers that are the ones who need more skills.  The multiplayer cavaliers should remained balanced more than anything else.
Title: Re: Wish List for Telepath Tactics
Post by: Nendrel on August 02, 2013, 05:14:28 PM
It would be great if we will able to move the inventory window.
Title: Re: Wish List for Telepath Tactics
Post by: Piccolo on October 02, 2013, 02:01:27 PM
I wish engineers gained experience for making barricades or bridges...very easy to abuse healers to level so don't see why not let those who wish to grind engineers suffer >.>
Title: Re: Wish List for Telepath Tactics
Post by: JeenLeen on October 03, 2013, 06:33:59 AM
I wish engineers gained experience for making barricades or bridges...very easy to abuse healers to level so don't see why not let those who wish to grind engineers suffer >.>

Craig, I know from earlier posts that you don't like easy grinding, but I still think this is a good idea.  It's hard to level up Engineers to keep them comparable with the rest of the party when all they get xp for is their weak attack.  I could see them getting less xp than healers do, if you want to limit the grinding, though personally I like the option of grinding levels.

Likewise, I thought maybe a small amount of xp should be given to Mentalist who use their movement-based psi abilities.  It's usually tactically unwise to send a Mentalist in to do their close-range attack.  It would also make sense to me that you get xp for pushing enemies into hazards, like water or lava; when I can, I prefer to eliminate foes that way, but as I understand it, that costs me valuable xp.  Maybe a section of code that, when you push or pull an enemy, calculates the damage the enemy's new location would cause on the enemy's turn (and if it would be fatal) and awards the appropriate xp to the pusher/puller?  (I can see abuse of that idea by pushing someone into lava via Kinetic Gust, getting the xp for killing them, then pulling them out with a Swordsman or Lizardman or such, so you can repeat it next round.)

Would it be possible to add an 'gain xp' variable to actions, to enable an action to give a set xp?  As I understand it--and I might be wrong--the game engine itself 'knows' to give xp for attacking enemies, killing enemies, and healing, and otherwise you don't get xp for actions.  I understand if you don't plan on using such a variable in your core game, but I could see modders liking it.
(On that note, do you get xp if you fight an allied unit in a campaign, such as in a 2-vs-1 battle?  For healing allies?)

Edit: added idea of push/pull giving xp
Title: Re: Wish List for Telepath Tactics
Post by: JeenLeen on October 15, 2013, 12:57:35 PM
Is it possible to make a unit that has no 'facing' or is facing all directions?  I have the idea for a 'cannot be flanked' character, like a Beholder from D&D, or a creature that is just a sphere of energy and perceives at 360 degrees.

I could see something complicated like having an item created (like a Create skill that creates 'Beholder') and have a script run whenever that object is on the map, damaging nearby enemies... or something like that...  It could be destroyed, but wouldn't be flankable because it's an object, not a unit.  But that's not ideal.
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on October 15, 2013, 09:01:30 PM
All destructible objects are like this; their facing is always None. See the Spiked Barricade for an example of an object that can damage characters.
Title: Re: Wish List for Telepath Tactics
Post by: JeenLeen on October 16, 2013, 07:38:27 AM
All destructible objects are like this; their facing is always None. See the Spiked Barricade for an example of an object that can damage characters.

Is it possible under the current system to have a unit that can take actions and has a facing of None?
Title: Re: Wish List for Telepath Tactics
Post by: CraigStern on October 16, 2013, 11:48:43 AM
I think so, but that character would need to have a movement of 0 and purely non-directional attacks. Any sort of movement (or use of a skill with a range greater than 0) will make the game automatically change the character's facing.
Title: Re: Wish List for Telepath Tactics
Post by: bum_199 on December 01, 2013, 02:59:33 AM
i think units that cant be flanked are a great idea. Although i think they should be able to have skills, range, etc. That would allow people to have a unit like a tower with range. I mean i don't see someone backstabbing a tower or building. i know that may not suit the campaign but modders may find it useful.