View Issue Details

IDProjectCategoryLast Update
0028327Heart Of The MachineGameplay IssueMay 22, 2024 10:14 pm
ReporterShadow Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.511 The Monday Crew 
Fixed in Version0.516 Attack Plan 
Summary0028327: Automation and combat
DescriptionWhen hostile group attacked I had most units automated, when I hit space to go to next unit it ended the turn and I got my butt kicked. The button being the same between next unit and end of turn combined with combat not kicking the units out of automation led to a situation that I could see people rage quitting over or at least being rather annoyed.
TagsNo tags attached.

Activities

Chris_McElligottPark

May 21, 2024 8:19 pm

administrator   ~0068463

This is a really really good point.

I am wondering about the value of the automation, to be honest. Because the "skip all units and go to next turn" exists, hotkey 0, that is what I always use, and I never even automate units.

When you skip to the next turn in that way, it automatically automates them. I wonder if that's not clear, because in savegames I see a lot of people automating their stuff the other way.

To some extent, my thought on the automation is that it's useful if you have a few you want to mothball for a while, so they are out of your active selection rotation if you have other units on the hunt. But this feels like more of an edge case, at least how I play.

Chris_McElligottPark

May 21, 2024 9:20 pm

administrator   ~0068470

I just realized that I can have it wake all your automated units whenever any of your stuff is targeted, and that would solve the whole thing without removing any features. That's what I'll do!

Chris_McElligottPark

May 22, 2024 10:14 pm

administrator   ~0068518

Thanks!

* The auto-gather stances have been removed from the game.
** This also means that the "mass auto-gather" and "mass wake up" features have been removed.
** To be honest, those were an accidental trap for players that could lead to all sorts of circumstances, and also an inferior version of another feature that's right next to them.
** There is already a "go to next turn" feature that unlocks at the same time that these mass wake/sleep commands do, and it has none of the downsides of accidentally pressing a button to do one thing (select the next unit) and doing something else (go to next turn despite plenty of mental energy, since all your units are asleep). Skipping to the next turn is still a single button press or click (0 key is the default hotkey) when you have extra mental energy left over, and all of the auto-gathering still happens.
** In short, this removes the trap-for-players, still has equal functionality, and actually involves fewer clicks than before.
** Thanks to Shadow for the initial report, and then further discussion with Mintdragon, NullDragon, Tiberiumkyle, Cyborg, and Pizza.

Issue History

Date Modified Username Field Change
May 21, 2024 7:37 pm Shadow New Issue
May 21, 2024 8:19 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 21, 2024 8:19 pm Chris_McElligottPark Status new => feedback
May 21, 2024 8:19 pm Chris_McElligottPark Note Added: 0068463
May 21, 2024 9:20 pm Chris_McElligottPark Status feedback => confirmed
May 21, 2024 9:20 pm Chris_McElligottPark Note Added: 0068470
May 22, 2024 10:14 pm Chris_McElligottPark Status confirmed => resolved
May 22, 2024 10:14 pm Chris_McElligottPark Resolution open => fixed
May 22, 2024 10:14 pm Chris_McElligottPark Fixed in Version => 0.516 Attack Plan
May 22, 2024 10:14 pm Chris_McElligottPark Note Added: 0068518