Dev Log -16: Progress on TB Combat Conversion
I'm finished with changing stuff to work with turn based combat for now. I converted most of the abilities, psi powers, items and feats. The change was usually straightforward with the exception of stuff that affected movement and attack speed which sometimes required redesigning.
The only thing that I haven't touched yet is the stealth system and related abilities, feats, etc. I have some idea of how detection will work in turn based mode but it's going to be a bit tricky to implement. There's also some other AI related stuff that doesn't work as reliably as it should yet. I'll deal with these things later, as they are not critical to this iteration.
I also added a few more features to the turn based mode UI. When you want to move to a another tile a path will be visualized for you. The color of the path segments will tell you how far you can get with only using movement points and how far you can go if you use action points as well. Also, the points you'd spend on this action will be highlighted on the action point bar. And for those situations when you need to micromanage your action points, there's also a numerical display on how many points you currently have, how many you'll spend on this movement and how many will you have left.
If you don't like some of these features and think they're clogging up the interface, don't worry, you'll be able to turn them on/off individually in the final game.
These features only work with movement action for now, but they'll work with all actions in the end.