Pressing the "Alt" button allows you to cycle through quick-info panels for each character that contains all of the information you asked for.[...] To see the Buffs, you have to press B, to see the Debuffs, you have to press N.
Why the hell those two commands should not be merged ?
It is difficult to easily have full informations about your warriors, that often let you taking bad decisions.
I suggest to merge all the buttons about warriors infos, in order to have all of it in a single view (stats, buffs, debuffs, resistances...)
It is not hard to implement in my opinion.
During our iterations, we tried different approach with the strategic view. We selected this top view (isometric) over a perspective (3D) one because it was far more difficult to tell a unit's horizontal position with a perspective view. Locating a unit's horizontal position was the main goal of the strategic view and that is why we chose this implementation. We do take your feedback and we keep it in mind for future projects, but right now, for Mordheim, this feature is not going to change.[...] The "strategic view" should be more clear. I think there already has many debates about it, but in the current version, it is impossible to understand the relief of the map. Why don't implement a part of 3D ? It's maybe difficult, but i think it could be very very useful for the gameplay.
This is a really good idea! In fact, we had a similar design at some point but was unfortunately judged quite costy to implement. This feature was cut in favor of the procedural warband generation that does just essentially the "same thing", without the perpetual warband name/composition recurrence. The procedural system actually calculates the generated warband as if it wasn't their first ramble in the streets of Mordheim, distributing wounds and physical limitation randomly across its members. This way, the AI has to compose with the same systems as the players.[...] For the campaign :
Just an idea.
Now, enemy warbands seems to be generated in the begenning of each game, just like the procedurals maps.
Maybe it's a hard work to do, but it could be cool to meet many times the same enemy warband.
- Enemy warbands could be generated at the beginning of the campaign (at different levels) have their own progression, evolving each day and growing at the same time as the players warband.
- In that way, the player could recognise some enemy warbands, fear them (or not), and remember that enemy hero taken out of action in a last game, taking his revenge despite his missing leg...
- So it would be possible to add (in the campaign view) a list of the enemy warbands, with informations like names, stats, ranks, values, levels, numbers of warriors...
- Most of those informations should be unknown at the beginning, and be updated each time the players warband meet an enemy warband.
- Maybe it would be possible to send scouts/spies to earn informations about enemy warbands
- The enemy warband info could be added (if the player have it) in the game description before launching the game.
Thus the player could know more about what it will face, and act in consequences.
I hope this answers your questions and your suggestions will be kept in mind for our future projects