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Re: Merc Tactics[message #355856 is a reply to message #355852] Wed, 14 November 2018 18:58 Go to previous messageGo to previous message
Lefty is currently offline Lefty

 
Messages:33
Registered:November 2014
sevenfm wrote on Wed, 14 November 2018 14:48
The game plays well, reminds me of pistol period in Ja1.
Is it possible to turn on showing remaining APs at the end of moving? Or am I missing something?

The remaining APs is shown in the HUD.

Quote:

It still has much less basic features than even Ja1 (no grenades, no destructible environment, no suppression etc.), but definitely playable and enjoyable.

I wanted to release this game in a reasonable amount of time, so a lot of features are missing from version 1. Version 2 will have grenades - that's on the top of the list.
Quote:

The interrupt thing is still not clear for me. Why sometimes it is shown and sometimes not, even if I have enough APs? Why the interrupt cone disappears when the merc crouches?

The interrupt cone only shows when you are rotating the merc and it only shows in squares that are visible to the soldier. I don't leave it on permanently, because then you would have several interrupt cones overlapping and it's confusing. I'm still working on some ideas for that feature. It'll probably change in the next demo.

Quote:

Indication above enemies is hard to see, especially small text and when zoomed out.
No fullscreen mode.
Is there a hearing model in the game or enemy can only be detected by sight?

Yeah, I will try make the text bigger and I can add fullscreen.
The enemy can only be detected by sight.
The sound is attenuated depending how far from center of screen, so you could guess how far enemy is from the sound.
Anyway, thanks for the feedback. It's quite useful.

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