@Needle_Bodkin You’re right it’s been bothering me too, I was gonna mess with that a little more but decided to stop short, a full version would definitely have a map speed option and an optimized cursor, I also wanna improve the fast forward (which probably some people missed so I’ll add more to the OP).
If it could work weight should also be reflected on the map sprites along with a complete battle skip option.
On the topic of strategy,
Right now it’s not well explained but the available attack types are currently:
neutral, assault, snipe and fire
the idea was that every unit would have a pair of weaknesses, physical and elemental except neutral which will never see advantage or disadvantage.
So for example lamia would be weak to Electric and Snipe and maybe resist Blast and Assault.
Combat Power is weighed against the opponents and will add bonus damage based on how much more the attacker (it doesn’t reduce damage do so don’t be too afraid to attack enemies with higher power)
Attack rate is based on how many individuals are in a unit x2 so the rats who move in packs of 8 will dish out 16 attacks at full HP while lamia will strike 10 times since they move in 5s.
The downside to larger packs being that they get weaker much faster as knocking off 100 HP will reduce hits by 2. ever unit currently carries a base of 800 HP so the individual unit count divided into that will give you how much HP the damage penalties trigger at.
Units like the rat king and pinky since solo will hit at 100% attack rate until death this is planned to be normal for all commanders.
Defense is a base of 1 star which means nothing, you can get additional stars from terrain and buffs up to 5 stars cutting the enemy’s base damage more an more as it increases.
Counter On the unit’s status card there’s an orange icon next to the move stat which represents counter if enabled they will return attacks if they are within range.
Counter Rate right now is a hidden stat but it decides how much attack rate is granted during counters all units right now are 50% so at full health would return half the hits they would dish out at max. (most counterattacks aren’t at full health though obviously so this would be a rare occurrence.)
HP All units have a minimum of 800 Max HP as explained before this decides the attack rate during combat. Units with increased HP don’t benefit from more attacks but can take more hits before reducing attack rate. So a rat troop with 1000 HP from an upgrade/buff would be able to take 300 damage before seeing penalties. the limit is currently 2400 but you’ll probably never see it in this prototype naturally.
These are not directly explained in-game so I’ll drop em here too, the move types:
Normal Moves (orange): simply target an enemy to start combat
Beneficial Moves (green): target an ally to assist them, currently doesn’t end turns but that may change.
Heat Moves(red): target enemy to start combat, if you use at heat move without stock (fat on unit) the heat
move will burn the units HP otherwise it will burn the stock.
Spells(purple): instantly cast on the map usually, will have a variety of different effects but will only be available once a day during the mission. At the next morning phase they are recharged. (so sitting on them too much is a waste)