o Just did some work on mon AI to back out of or sidestep situations where 3 or more party members are threatening. Needs a bit of work but def seems to make combat more challenging.
o Little brother reported to me over the weekend that convos are about 25% done.
Here is where I would love some input: I set up battle turn order based on mon speed (slow / med / fast) and character agility (1-10) such that the fastest get a turn every round, med get a turn every other round, and slow get a turn every third round. Not really working. I liked the idea of faster getting multiple turns per round but it just seems awkward the way the turn jumps around and a party of five can just beat the crap out of a single slow monster like a giant. I am thinking of assigning mons an agility of 1-10 (same as chars) and just running through the order from fastest to slowest but each gets a turn in battle each round. I could also do this but give multiple turns in a row for faster chars and mons. At a bit of a loss as to what might work best.
Didn't feel like creating a new account so I'll just keep using my bro's account for a bit:
I'm guessing you're still thinking about this and working on it since it was only a few weeks ago (My apologies, but I'm not planning on going through the thread to check)
The thing about the initiative = more moves thing is that it can make determining turn order much more of a pain in the ass. I see that you're game doesn't have a turn bar but even with a turn bar that let's you go ahead as far as you like (never seen a game that does have such a turn bar by the way) it still creates ass pain. For example, to figure out what the new turn order will be after casting an AoE haste or some such can be quite a pain when you've got units with a bunch of different initiatives. On the other hand you could just choose to accept ass pain and/or imprecision. I guess I live with it in the HoMM games but I did find it to be a bit of an issue.
I'm not necessarily saying this is the best idea but an option to consider would be something like more action points for faster creatures or simply having them have multiple turns in a row.
Also, you might want to consider separating the speed of different actions. It makes sense for a man with a large machine gun to be able to attack much more frequently than a man with a crossbow but it doesn't make sense for him to run several times faster than him, for example. You could have something like a Time Point (TP) pool (representing simply a "turn's worth of time") and then different costs for different actions depending on various game factors. The machine gunner would use few TP for an attack but many TP for moving a certain distance.