@latinromans: i may not be that game maker but... you can try to adjust the skill order (by clicking on them in the order of what you want last to first). also you can try messing around with waiting between attacks settings for skill cool downs in the settings menu "Wait for CD"
I am getting a bug where ships/troops from both me and the A.I. just go plain bonkers for lack of a better word and fly around randomly. And sometimes the A.I. ships fly outside the map zone and I can't finish because of it.
great game, like the good updates. a thought would be to add some of the healing skills to be used outside combat, just in case your out of healing potions or something.
Great game, but a few things: 1: like others have said the pathfinding AI is a bit odd mainly with all ships selected. 2: the text in the cutscenes, at least for me, takes a bit too long, if it could be made into one whole page it might help. 3: like it has been said, modability for ships and modules would be nice. All these would be great in the sequel!
Ahh, I think I see the problem with the pathfinding. The AI tries to assume a very loose formation with all ships selected. This was to avoid collision before it was removed. I tightened the AI formation, which should make group movement a lot more viable now! Thanks for the feedback!
could you change it so when you enter a new map you start on idle, not a big thing just annoying like when i want to go fight in a dungeon i start grinding, or when i want to grind i start doing quests... so either way i have to pull out of the fight, rest, then do what i wanted to do in the first place
The reason it starts questing/grinding immediately is because several people requested that. It makes it so you can initiate travel then afk. I think there are more people that prefer it the way it currently is.
Oneway12 said about the crafting items not stacking, I will add that they also do not work as separate stacks (i have 2 stacks of 2 linen cloth and trying to make an item that needs 4 and it does not create it)
Ahh, I think I see the problem with the pathfinding. The AI tries to assume a very loose formation with all ships selected. This was to avoid collision before it was removed. I tightened the AI formation, which should make group movement a lot more viable now! Thanks for the feedback!