> after playing for 2 days here is my feedback:
>I haven't found any issues! Tactical gameplay now is working perfect. AI skill, balance of weapon power, range and accuracy, generation of landscapes .... everything works flawlessly. As far as I can see, all reported minor bugs have been fixed.
that's great to hear ;)
> So I guess you can go on with new features. How about different mission types that we discussed before (hostage rescue, escort persons etc.)? The mission goal to kill everyone is ok but different mission types could make the game even better.
Maybe, there could be a jail in some villages with Ben Dabi militia imprisoned and you gain reputation if you rescue them
> I find myself to almost never use nades. Maybe that is because I try to never get close to enemies but to take them out from distance. If other players experience the same thing you could increase the range for nades.
You can increase the range by upgrading the throw skill. A soldier with throw skill of 3 can throw the lightest grenade (V40) very far
> IMHO allied Ben Dabi soldiers seem to be less skilled than enemies. Enemies usually find good cover while Ben Dabi soldiers many times just crouch in the middle of a street.
Actually, the opposite it true. All Ben Dabi soldiers have high IQ level. Maybe, you just see the effects of bad luck. If a soldier gets caught out in an area where there's no cover, then there's not much he can do.
> When enemies find good cover there is one easy way to make them rush: They will stay in cover as long as they see at least one of my soldiers although he is covered and they hardly will hit him. But if put all my soldiers out of enemies' field of view, they will start to leave their cover and try to rush - and become easy targets. So I just have to move my soldiers to the back of a building etc. and wait for the enemy to attack and catch them on interrupts.. I think that this AI behaviour is ok, but it shouldn't be predictable. You could teach the AI to simply stay covered sometimes and wait for my soldiers to leave their shelter.
That sounds like a good idea.
> Procedurally generated landscapes are working great. However you could try an even greater variety of landscapes. How about implementing a tool to edit maps for quick battles?
I want to generate more varied scenes. At the moment the building algorithm only generates residential buildings. I want to expand that to generate ruins and industrial buildings too. I don't think that the average user is that interested in editing maps.