Hello, turn-based RPG fans!
Between questions of health, nutrition, sports and a fridge breaking down on me, in the last few days my attention has constantly been diverted away from the good stuff, which is KotC 2 development.
Nevertheless, here is the promised update with lots of new screenshots and new design pages for your consumption.
Regarding combat, as I mentioned recently, I have finally implemented the most basic actions: moving in combat, taking a five-foot step, ending one's turn, delaying, standard attack, full attack, charge attack and attack of opportunity.
My plan is to continue implementing combat actions one by one, fixing bugs as I go. Today, while preparing this update, I harvested a good number of fresh bugs that I will have to correct first.
After that, I will focus on ranged attacks, opening the inventory in combat, grapple, bull rush, the other combat manoeuvers, the basic spells, ready versus spell, ready to counterspell, using a magic item in combat, using a class or racial power in combat, and using a spell-like ability. Spells, their interface and their graphical implementation will of course be a big part of the job. Afterwards comes the artificial intelligence.
In the following pictures, you can see the combat engine in action. We will review some of their details below. Click on a picture to enlarge it.