![]() Changed the blacksmith prices to regenerate if the discount changes inside the same city (like in the Toledo encounter). ![]() Fixed card tooltips being obscured by Map State Top Bar in TV mode.Fixed arrow trails not being visible enough when almost completely vertical.Fixed skirmish hints overlapping with the action bar.Fixed a rare crash that could randomly happen in combat.Fixed a crash when starting the unmodded executable with mod content available.Fixed a crash when starting the game after having played with a Hero added via a mod and then disabling that mod.Heroes can now be repositioned on the battlefield during the new Deployment Phase, just before battle actually begins.UI navigation should now feel more intuitive, and aiming in combat should be more precise as well. Revamped the control scheme when using controllers.The graphics/effects certainly could be prettier, but I do understand this state being relatively early into the game's development. It seems like a bug that the 0-cost "overwatch"-type melee ability can only be cast before but not after the rest of this characters' actions this turn for whatever reason. The mage guy felt low-utility (although ironically he was the one who survived the Behemoth fight), with ranges too low and cooldowns too high. I'd recommend some mechanic for melee characters to be able to potentially mitigate damage the way cover does: say, a default ability that raises a shield that acts like cover so long as you've not moved this turn, or whatever. Honestly, melee feels quite unbalanced as in melee you will always get hit and engaging in melee means not being in cover. I did kill him on my first try, but that was at the cost of 2/3 heroes. Some quick thoughts to add to everybody else's: the Behemoth is ridiculously unbalanced, between his armour, damage reduction, damage output and retalliation.
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