Starting from the next version of Anamnesis, units will try to be more clever when changing combat range to maximize their chances to win.
As somebody pointed out in the Discord's help channel, it was perfectly possible to see the crews of ships sometimes unsheathing their sabres and going "Hyaah!" on an enemy while forgetting all about the rocket launchers in their ships even in wide open spaces. We already took care of the lawyers picking too many fist fights with destroyers so it only makes sense to address the opposite scenario and give units a few pointers.
Units will now consider whether they can deal more damage by closing in or putting some distance between themselves and their enemies and act accordingly, choosing to stay at the same distance or move to a more favourable one when appropriate when the chance arises.
A couple of other tweaks were also made while at it. Units will now also be capable to move from firing range back to long range, which was not possible until now and gave too much of a disadvantage to artillery. The rationale was attempting to prevent artillery or bomber runs being used in caves and the like, but this could already happen through ambushes and traps, and all territories are assumed to have surrounding habitable lands for the population, so when in doubt I think it's reasonable to lean in towards the player's convenience.
The chances to outsmart an enemy unit to trap them are now also slightly influenced by the preferences of each of the units involved, the time of the day and the visibility of the terrain, meaning that nocturnal units will have a slightly greater chance to ambush diurnal units by night in territories with low visibility while the opposite will be true of diurnal units. Each of these factors will add up to the total chances.
As an aside, I love the fact that the game is reaching a point where it can hook me up to continue playing a run that was initially merely intended for testing purposes. Took a while, but it's getting there.
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