waiting for Mouse Quest II
SHROOMINTERACTIVE
Creator of
Recent community posts
I've also noticed the problem that it's not possible to select the troops the enemies appear in. When I run into an enemy, all I can encounter is a single one, and for a game with a party of 4, that could get very troublesome unless I'm missing something. I'd much prefer to be able to encounter normal troops rather than one enemy at a time! Also, a lot of enemies are spawning in places they really shouldn't, such as in trees and in the middle of the ocean.
Would it be possible to have a way to make the bestiary more compact? For example, as it is now the page looks very empty.
I feel like it would look a lot better if it were laid out like this.
It shows all the necessary information in an easier to see way, and while it may not look sleek, it looks more professional with much less empty space. Also, putting a box around the overworld sprite would make it look less tacked on, and a turn around would provide some more interest. Just some friendly suggestions, even though this may not be being updated anymore! Also, I think the SP Parameters should be able to be switched out with elemental/status resistances, as those are more important for the player than the Pharmacology or TP Cost Rate, things a lot of developers don't change anyway.
I mean when the turn order window resets. But what I don't get is why the Sunbeam skill, which directly copies a pattern from the demo and doesn't have any reserve turns set, only works when facing downwards, and even less why you can't fix it. Should I just hand over the project itself for an investigation?
Wait, I found out the problem! One thing all of them have in common is that they're facing attacks. And upon further testing, I found out for some reason, they only work when aimed downwards (the default direction) and not any other direction. This is a graphic showing what I mean.
It seems that the problem is with facing attacks. They only work when aimed downwards, but when aimed up, left, or right they don't work.
This is a video of the skills in "action" (posted on an old channel because i'd rather not pollute my main channel). As you can see, most of the skills don't do anything at all. Weirdly, Avalanche worked even though it doesn't usually. Also notice how when Snow Pea used Snowstorm, it only hit the one zombie that wasn't in range of the attack.
Here's the entirety of my plugins:
(Though the issues still happen in the demo)
And on further testing, this happens with the default Fire skill in the demo too!
EDIT: And Slash too. Oh, and the Ice 1/2/3 and Blizzard spells in the demo have no range whatsoever except the tile directly on top of the user, neither does the Silence skill, or Paralyze, or Fire III, or Flame II, or Quake I. But for whatever reason Flame I works fine...
Here's the skill settings: {"Animation Type":"target","Animation Character":"","Animation Character Index":"0","Animation Character Priority":"0","Action View":"map","Attack Pattern":"normal","Attack Range":"3","Exclusion Pattern":"normal","Exclusion Range":"0","Facing Attack":"true","Damage Pattern":"normal","Splash Range":"3","Exclusion Damage Pattern":"normal","Damage Exclusion Range":"0","Required Terrain ID":"-1","No Through":"true","Knockback Range":"0","Suction Range":"0","Teleport":"false","Swap":"false","Contact Layers":"[\"0\",\"1\",\"2\"]","Contact Terrain":"[]","Contact Regions":"[]","Skill Cost Configuration":"","Use Allies":"0","Ally Reduce Cost":"false","Ally Increase Cost":"false","Ally Power Reduce":"false","Ally Power Increase":"false","Use Enemies":"0","Enemy Reduce Cost":"false","Enemy Increase Cost":"false","Enemy Power Reduce":"false","Enemy Power Increase":"false","Share Cost Allies":"0","Share Cost Enemies":"0","Cool Turns":"0","Reserve Turns":"0","Reserve Area Graphic":"","Reserve Area Graphic Index":"0","Reserve Area Graphic Direction":"2","Reserve Area Graphic Priority":"1","Reserve Animation":"1","Reserve Action Balloon":"","Placement Trap Configuration":"","Trap Trigger Count":"0","Always Trigger Trap":"false","Trigger Animation":"1","Character File":"","Character Index":"0","Placement Animation":"1","Trap Area Graphic":"","Trap Area Graphic Index":"0","Trap Area Graphic Direction":"2","Trap Area Graphic Priority":"0","Trap Target":"all"}
And in the database: