Fledgling Fyora Nellodee Posted May 6, 2011 Share Posted May 6, 2011 This feature is pretty annoying when using ranged characters. Is there a way to turn it off? Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dintiradan Posted May 6, 2011 Share Posted May 6, 2011 Personally, what I'd like for Avadon 2 would be some way to indicate maximum range when a character has a ranged weapon out. A red border on the squares, something like that. In cases where it matters, I just count the number of squares, which is doable but tedious. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Micawber Posted May 6, 2011 Share Posted May 6, 2011 I really liked this feature, it used to be so tedious in Geneforge having to work out how many spaces you needed to move in order to attack (especially with the old AP system). Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall A less presumptuous name. Posted May 6, 2011 Share Posted May 6, 2011 Every so often, though, a ranged attacker will walk in a circular path when they're auto-moving. I can have a character in a clear area 2 or 3 spaces out of range, and they'll walk in a circle around the radius of the range and then run out of points. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma jetcitywoman Posted May 6, 2011 Share Posted May 6, 2011 I've noticed that too, and find it very puzzling. I don't remember the earlier Spiderweb games doing that. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Dikiyoba Posted May 7, 2011 Share Posted May 7, 2011 Avernum 6 had some problems with auto-movement. Dikiyoba hasn't run into any problems with Avadon yet, so whatever it was in A6 must not have carried over. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted May 7, 2011 Share Posted May 7, 2011 The path finding algorithm was changed in Avadon. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall A less presumptuous name. Posted May 7, 2011 Share Posted May 7, 2011 Originally Posted By: Dikiyoba Avernum 6 had some problems with auto-movement. Dikiyoba hasn't run into any problems with Avadon yet, so whatever it was in A6 must not have carried over. I never saw it in Avernum 6 (go figure, I never played that game (don't lecture me, I know it's awesome)), but I have seen it in Avadon on rare occasion. It's not often enough that I can justify serious complaining, I just thought that I would add it to an existing topic. Overall, the pathfinding algorithm works beautifully, particularly with the "stopped by enemy" feature, which reminds me of Wesnoth (another game I've yet to finish). Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.