Sick, Iām glad! As always, let me know if you run into any other issues.
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Olive
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Hello! Yes, the core engine (for things like pathfinding) is still 2D because thatās how the game started out, so 3D overhangs were a significant complication that we decided to not tackle. Even if we did add technical support for them, they present a number of really intense camera/ui challenges ā how do we let you pick one layer vs another, or show whatās going on underneath? We canāt zoom in and out as freely as XCOM because we have pixel art. It was easier to simplify out lives by writing them off.
For NWES camera views, Iāve gone back and forth on them. Generally, they get the worst of both worlds where they look awkward since the blocks lose a lot of depth information plus they arenāt quite as useful as full top-down. The next thing on my list to try is free draggable rotation with the mouse that snaps back to a diagonal once you release, so you can examine things but not live in a weird angle.
Thanks for the questions lol sorry for such long answers :)
Could you email me a save file with this pilot? Iām having trouble reproducing this glitch.
You can find your saves by going to options -> Data and pressing the yellow button, then all your saves are in the saves/ folder. If save during a combat where youāre seeing the manticore do this, that .json file will show up in that folder. You can email me the save at olive@wick.works
Fair question! Skirmisher and Siege Spec are the two remaining talents on the to-do list. Weāll definitely have them by the end of the Kickstarter delivery date of next March, but theyāve both proven to be uniquely squirrelly so I keep waiting to see if working on other things solves them.
Specifically for Skirm 2: since LT has dropped the concept of declaring Skirmish vs Barrage in favor of an action points system, thereās no clean way to tell if your first attack on a turn should be eligible for the movement. Plus it needs to stack with Hunter 1ās lunge which is difficult for technical reasons.
Both are theoretically possible to overcome but weāve been prioritizing lower hanging fruit first.
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which line are you referring to? Magnetic cannon?
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Having dynamic zones be able to block/interact with attacks that pass through them (e.g. not being able to shoot over the top of a blinkshield) is one of the few remaining engine to-dos I have. Entering or shooting at targets within the zone should have an effect now, however.
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Is the inside of a bunker a free space, do we think? Like should a hive drone be able to plop its razor swarm down into it?















