I fixed some bugs and there should be a small update soon, I'll let you guys know when that's done.
It would be off by default, and the movement skill would not be inserted unless on.
As always the source would be open so you could add any checks you wanted.
Wouldn't lowering base movement to 3 help with that? What about outright preventing a (walking) unit from standing directly behind an enemy unit if they started their turn in front of them?
I don't have any plans on working on these things right now, it sounds more of a balance thing so that would be down to whoever is making a hack using my stuff, although options for directional damage and hit are something I would like to look into in the future.
This would be very, very complicated, I would need to edit a huge ammount of stuff and even then I'm not sure if the AI would like it, getting the AI to work with it might be extremely difficult since there might not be a centralized way to check if the movement or action bit has been set (this game is allergic to reusing code).
Keeping track of if the units has moved and attack or attacked twice or whatever else would also need more memory, this kind of data isn't stored between rounds either so for your other ideas new status effects would be needed.
It would be no different than setting a status.
QuoteOn the topic of ExL's suggestion: [...] I am not sure if I would like the default behavior to be changed to that.
It would be off by default, and the movement skill would not be inserted unless on.
QuoteOr rather, I feel like that is the sort of thing that should be unlocked permanently for a character
As always the source would be open so you could add any checks you wanted.
QuoteDecreasing the ability to circle enemies in some manner
Wouldn't lowering base movement to 3 help with that? What about outright preventing a (walking) unit from standing directly behind an enemy unit if they started their turn in front of them?
I don't have any plans on working on these things right now, it sounds more of a balance thing so that would be down to whoever is making a hack using my stuff, although options for directional damage and hit are something I would like to look into in the future.
QuoteMake movement into an action, and then let you do two actions.
This would be very, very complicated, I would need to edit a huge ammount of stuff and even then I'm not sure if the AI would like it, getting the AI to work with it might be extremely difficult since there might not be a centralized way to check if the movement or action bit has been set (this game is allergic to reusing code).
QuoteAttacking twice without defending would be similar in effect to reckless swing in D&D, where you have higher damage potential, but anyone attacking you also does.
Keeping track of if the units has moved and attack or attacked twice or whatever else would also need more memory, this kind of data isn't stored between rounds either so for your other ideas new status effects would be needed.
QuoteHow hard would it be to flip the guest bit on an actor mid battle?
It would be no different than setting a status.