Combat System Enhancements in The Necromancer's Tale
[p]Several enhancements have been made to combat in The Necromancer's Tale since our initial launch 3.5 months ago. These have been made in response to player feedback and to opportunities we saw for streamlining and improving things given a larger set of player analytics than we had access to during pre-launch testing.[/p][p][/p][p]** New Spell: Mass-Activate **[/p][p]In addition to the existing Activate spell (which activates one minion at a time) Mass Activate gives you a slider to pick how many minions you want to activate and auto-move all at once (still limited by your mana, of course). This is often most useful in combination with normal Activate, rather than replacing it -- e.g. you might manually move a few critical minions on the front line of combat, and then let the rest auto-move to bring up reinforcements from further back with less manual time and effort.[/p][p]You can choose to prioritise activating minions close to enemies first, or minions close to yourself first.[/p][p]You can also choose whether your activated minions seek to attack their closest target, or whether they will spread out their targets between them.[/p][p]Players report that Mass Activate speeds up combat in a satisfying way, especially when you have a clear advantage in a certain battle. You feel more like a powerful magician with an undead horde swarming against your enemies.[/p][p][/p][p]** New Button: Auto-Move **[/p][p]This is a new button which you click when you want your currently active character to automatically move and attack. It gives more control than Mass Activate since you are picking precisely which minions to activate rather than relying on an algorithm to pick.[/p][p][/p][p]** Additional **[/p][p]Characters can now move through tiles occupied by units from their own side, but cannot stop moving on those tiles. This removes the frustration of having characters bottlenecked and blocked in by each other. Characters can still not move through tiles occupied by enemies. [/p][p]The To-Hit calculations are now displayed when you hover over an enemy to hit them in combat. This makes it more clear where the calculations come from and helps clarify rules such as the attack-from-behind or attack-from-flank bonuses.[/p][p]Minions will now join a combat if you move close enough to where they are waiting, if they were not already in the combat (the range is 50 metres). This lets you keep a group of minions hidden nearby, to lead enemies into if required.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p]