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<blockquote data-quote="Captain Griffen" data-source="post: 116838" data-attributes="member: 6053"><p>Well, I think I've pretty much got the player casting system sorted out, aside from one small little snag I've just found out - paused units do not take damage from AoE (DoT?) abilities. Which is very odd. And annoying. Considering possible work arounds now.</p><p></p><p>Edit: Fixed now, hope to finish off the enemy casting system by the end of today.</p><p></p><p>Edit 2: Haven't done the enemy casting system, but added in a system where enemy melee attacks cannot attack around the players units. This means you can protect weaker units with stronger ones.</p><p></p><p>Edit 3: Ought to explain that within a set region, you can move your units around (so long as the point is ground pathable). This takes up a turn, but has a smaller cooldown (proportional to the distance) than most other abilities.</p></blockquote><p></p>
[QUOTE="Captain Griffen, post: 116838, member: 6053"] Well, I think I've pretty much got the player casting system sorted out, aside from one small little snag I've just found out - paused units do not take damage from AoE (DoT?) abilities. Which is very odd. And annoying. Considering possible work arounds now. Edit: Fixed now, hope to finish off the enemy casting system by the end of today. Edit 2: Haven't done the enemy casting system, but added in a system where enemy melee attacks cannot attack around the players units. This means you can protect weaker units with stronger ones. Edit 3: Ought to explain that within a set region, you can move your units around (so long as the point is ground pathable). This takes up a turn, but has a smaller cooldown (proportional to the distance) than most other abilities. [/QUOTE]
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