A Random RPG Adventure
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- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Fixed a minor bug leading to more than intended enemies spawning under some circumstances.
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- Posts: 161
- Joined: April 26th, 2014, 4:44 pm
Re: A Random RPG Adventure
1. I'd like a toggle-able option that makes random enemy spawns always happen during the enemy's turn (before or after enemy units move and attack) instead of when a player-controlled unit has moved.
2. I've had one problem: my unit with a lot of experience was attacked by an enemy who got killed in counterattack. I'd have liked the enemy die by my unit with less experience. That's why I suggest the player can temporarily disable an attack from being used defensively.
2. I've had one problem: my unit with a lot of experience was attacked by an enemy who got killed in counterattack. I'd have liked the enemy die by my unit with less experience. That's why I suggest the player can temporarily disable an attack from being used defensively.
There are very much electrochemical currents in my brain.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
You reminded me to do something at some point I wanted to do but never did, even though it was rather easy.Spirit_of_Currents wrote: ↑May 31st, 2023, 3:22 pm 1. I'd like a toggle-able option that makes random enemy spawns always happen during the enemy's turn (before or after enemy units move and attack) instead of when a player-controlled unit has moved.
![Laughing :lol:](./images/smilies/icon_laugh.gif)
Now random enemy unit groups no longer appear when a unit moves but may appear at beginning of the next side turn after being triggered (normal battle), at the beginning of the following DM turn (ambush), or at the end of the following DM turn (preemptive attacks).
Also changed some other minor stuff like font sizes of print screens and for how long they stay in screen.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Some extra updates: Improved some flavor texts, descriptions and the gryphoon roost.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Quite a BIG update as there hasn't been for a while.
Most of the text of Classic AI DM quest texsts, as well menus has been reworked and improved.
There are a couple of new random events in the map.
Minor updates to the game map (aesthetic changes).
Bug fixes.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Most of the text of Classic AI DM quest texsts, as well menus has been reworked and improved.
There are a couple of new random events in the map.
Minor updates to the game map (aesthetic changes).
Bug fixes.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Long time no see, I just uploaded ARRPGA and my other add-ons onto the 1.18 add-on server. I fixed a couple of compatibility issues I noticed (terrains and such) and change slightly some maps too.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Update: Added new units to the DM combat menus and random combat battlegroups, and made a couple of minor misc changes to menus and Classic Map.