Hi Petf,
Thanks for the feedback. I'll answer your questions below:
>Nice improvements! I like the new destructible-doors-feature. The AI makes use of it when I start to camp inside a building. That makes the game more dynamic because you have to change tactics and stop camping. That leads to the first question: Why not make other structures destructible, too? And why can doors only be destroyed by nades - shouldnt a machinegun be able to destroy a door, too?
I don't use nades to destroy doors, because i prefer to use them against enemies. So destroying structures with guns would be an option. Just giving some ideas for possible further development...
Glad you like it! I could allow guns to destroy doors, but it's not really realistic. In real life a bullet will make a hole in a door, but wouldn't cause it to disintegrate. There are two many different types of object, so to make everything destructible, I would have to create a mesh divide algorithm, which is quite difficult. That's why I would leave that feature to the future.
> I like the AIs behaviour. Enemies dont rush into a well fortified position anymore, but retreat and try to flank. That feels pretty realistic. And they use a variety of tactics, so it is hard to predict. Really good work.
>So far the AI hasn't tried that all-out-assault tactics that it used before when it had very strong forces. I don't know if you changed that or if the AI for any reason just has not chosen this tactics in the games that I have played so far. I think the AI could chose this tactics more often. In my view it is the most difficult situation to defend when hordes of enemies rush towards your position at the same time.
I haven't changed to AI that much. They could all rush at your position, but it's down to random chance. In the next version, I want to add a "smart charge" behaviour, where they would take cover if they can't reach your position in one turn.
> Nades do a good job now. Throw distance, AP usage and caused damage are in a good relation.
> Some minor issues I have experienced so far:
> When a merc has only 2 APs left, he can still close a door, which results in -1 APs.
looks like a bug. I will try and fix
> All animations run smoothly. However, when a nade is thrown or when a door is blown up, the objects seem to fly in slow motion. You could speed that up a little. Or is it because of my poor hardware?
Yep, on PCs with low end integrated graphics physics runs slowly. You could try deselect the "highres shadows" option and that might improve it. Meanwhile, I am looking to it to see if I can improve the performance.
> After blowing up a door, in later turns sometimes parts of that door can start to fly again for long distances (if a merc passes near the destroyed door).
Yep, that's a bug. I have already fixed it.
> I like the diagonal movement feature. However, it does not work when trying to move next to allies. That could be changed.
I can't see any problem. Moving diagonally across allies works for me.
> I know that many testers have demanded the new point-and-click movement control. I am pretty familiar with the old drag and drop movement. Enabling both controls at the same time can be confusing. Especially when I try to shoot: sometimes I accidentaly click on the neighbouring tile and make a merc move although I wanted to shoot. Suggestion: you could allow players to chose the control type they want, by enabling and disabling either.
I could make it right mouse click to create path. Maybe that a solution?