Re: Test with Players!!!
nickT said:the screen refresh took several seconds
I have been able to identify several bottlenecks and greatly sped them up. It should make a particular difference on your slower machine.
There will also be certain optimizations that I will probably leave right until the full beta, when features are nailed down.
New features often bite like that. I'll look into it.1. Grab Battlemap sometimes causes the program to fall over if the map is not displayed on the screen.
??? That's s new and strange one on me. You may may to review your creatures...2. Sometimes the weapon used field is not cleared properly, and you end up with a PC supposedly using a bite/claw attack.
To select multiple targets in that fashion, you currently need to use the target selection tab. Currently, using mouse map clicks only gets you one target. In the next release, you'll find that you can also multi-select creatures directly from the main list window and apply damage to them, regardless of initiative processing.3. you need a multiple targets option on the Battlemap ,(acleric was attempting to turn the ghouls)
Everything is optional, but if you use the Initiative/round buttons correctly, you don't need to remember anything. The "Start First Round", "Select Current Initiative Creature", "Current Creature Done", and "Next Round" buttons do all that you need.4.When in combat you need some system to indicate if the currently displayed character has attacked and if so how many times, I found that when I was distracted, I could not determine if the creature on the screen had already attacked.
For multiple attacks, RPM knows you have multiple attacks, and keeps the "Done/Next" button enabled, until you run out of attacks (so there's nothing to remember).
Those buttons, combined with possible use of the "Repeat" button (ie. repeat same attack on same creature as in my last round), should mean that you can play out several rounds of combat with minimal computer interaction.
If you're doing it "the hard way", it'll definitely slow down you tabletop play.
Already onto it. Expect it in the next release. You only need that if you're working directly off the BattleMap, since the other lists show tha current status and hit points very clearly.5. A warning if you are attacking a creature already dead/unconcious.
Well, there is a single mouse click to "Target with current attack", so it shouldn't be that bad. Regardless, I take your point that a save shouldn't wipe your current action. I'll get onto that.6. I found that I had to keep reinputing weapons and target information for the players, because I lost it all when they had to make a saving throw against paralysation.
If you do have an attack of some form available, it should be automatically selected for you. If you don't have a *target* selected, it won't throw up the damage window to damage the target. I have seen and am fixing issues related to when the target is not selected as you expected. This can happen if you don't cleanly generate the encounter as per the tutorial. Nevertheless, it should and will be corrected.7. You can attack without having a weapon/attack chosen, this will register a hit but do no damage, this is especially irritating with point 6.
Thanks for your input Nick.
Some good ideas there!
I'll also check out the possibility for more performance optimizations before the next release, since it'll obviously help you at the gaming table.
Regards,