Dev Journal: Unit Types and the Character Sheet

Welcome to a new development journal! This time we shall tell you a bit about the basic characteristics of units and how this information is presented in the unit panel. Clear representation might not be the most thrilling of subjects to read about, but it is highly important: you want to be able to see exactly what is going on and not be surprised by unknowable things or being fed vague descriptions instead of clear numbers. While the unit panel isn’t completely finished yet we still wanted to show you so bear with me and get an inside look at the inner workings of units!

Unit Character Sheet

The fantasy units in Age of Wonders, ranging from basic military units to the most exotic hellspawn, feature a wide variety of different characteristics and the unit’s character sheet is where you’ll find all of it in detail (of course there are other quick ways of getting vital unit info too, like popups). You view the Character sheet from the army panel, from a city’s production list and of course when clicking a unit’s portrait in Tactical Combat.

Inspired by pen and paper RPG character sheets, we aim to make this as user friendly as possible while allowing us to present the units visually together with their lore.

The Phantasmal Warrior’s unit panel. Note! Work in Progress, don’t plan strategies yet.

The Phantasmal Warrior’s unit panel. Note! Work in Progress, don’t plan strategies yet.

The information present on the unit panel:

  • Name: ‘Phantasm Warrior’ in this case.
  • Owner shield: The coat of arms of the side owning the unit.
  • Upkeep: This unit has an upkeep of 16 gold. You will have to pay this every turn.
  • XP and Medals: This unit is freshly summoned and as such has 0 XP and no medal. It needs 30 XP to get the first (iron) medal. The bar features a gauge indicating how you are to the next one.
  • Morale – The unit has normal morale in this case. The face will change to happy (high morale) or unhappy (low morale) depending on the morale. There are 7 different morale states. Units can get higher morale in numerous ways, for example by winning battles.
  • Alignment: (not pictured) Some units have a fixed alignment, which is displayed next to the morale mask (mirror from the upkeep position).
  • Core Stats – Hitpoints, movepoints, defense and resistance. Note that a unit’s strength is now tied to its attack abilities.
  • Active abilities – Abilities that the unit can activate. For example a melee strike or a stunning touch attack. Since strength depends on the specific attack ability a unit can have a strength 12 melee strike attack but a strength 15 stunning touch attack. There are 5 different damage channels; this Phantasm Warrior deals both physical and shock (lightning) damage in melee, but physical protection will not help against its stunning touch.
  • Passive abilities – A unit’s passive abilities, like true sight and shield.
  • Unit figures and formation – You can see the unit up close. Shows the amount of figures and the formation they’re in as well. Units are animated and Clicking in the 3D viewer allows you to rotate the view a bit. The background corresponds to the unit’s actual surroundings.
  • Lore – Below the units there is a smoothly scrolling description of the unit. This time, Ray has written the text ‘in character’, as if some scribe of the Blessed Continent itself had written it.

Tooltips pop up detailing or explaining certain aspects when you hover your mouse over it. For example hovering over the True Sight ability would read: “The unit is capable of seeing concealed or invisible units.”

Unit Types

Units can belong to a Type, which indicates their general role during combat. Note that there is plenty of variety within each type!:

  • Irregular: These units are often skirmishers fit for hit and run tactics like the Orc Javelin Throwers, or provide a versatile role like the Human Civic Guard. They have both melee attacks and one-shot ranged attacks and are usually highly mobile. The cheapest unit any race can build is an Irregular.
  • Infantry: These units focus on melee and are good at it. Usually armored and/or shielded, they can take some punishment. Pending race, some carry double handed great swords or axes, others carry shield plus weapon.
  • Pikemen: They usually have less defense than the Infantry units but make up for that with their aggressive abilities: First Strike as well as a Polearm weapon that gives a bonus versus Mounted units.
  • Ranged: Includes archers, crossbow men, and even flame throwers from the draconian race. Very weak melee, their main use is to shoot from a distance. Very useful on city walls.
  • Cavalry: Mounted units who can move far. Useful for scouting the world map as well as performing deadly charges in combat (especially devastating when flanking). The races are equipped with a variety of mounts and mounted weaponry.
  • Caster/Support: Units who have magical or priestly abilities (touch attacks, cast attacks, fire and frost bolts etc). Although weaker in melee and lacking in hitpoints, they are quite versatile and can turn the tide of the battle with their abilities.
  • Misc: Monsters, siege engines etc

Types are displayed in the unit panel as well as on the unit’s flag.

Next time we’ll go in more detail about how the unit panel shows buffs and debuffs in tactical combat, and how certain class skills unlock new abilities for your units.

As always we would really appreciate your feedback. We do have our own plans to further improve the order and sorting of the ability list to help readability, but every bit helps. 🙂

Thanks for reading,
Godewijn

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Home Forums Dev Journal: Unit Types and the Character Sheet

This topic contains 74 replies, has 32 voices, and was last updated by  viciousmaturity 5 years, 9 months ago.

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  • #8653

    Narvek
    Keymaster

    Welcome to a new development journal! This time we shall tell you a bit about the basic characteristics of units and how this information is presented
    [See the full post at: Dev Journal: Unit Types and the Character Sheet]

    #8655

    rob_james
    Member

    Yeesssss!! awesome

    #8656

    rob_james
    Member

    Maybe have the upkeep and rank the same font size as the hits etc, and when enchanting warriors seeing the bonus get added to the score with a different colour or plus next to it. I do like how its displayed very clean looking and easy to read!

    #8657

    rob_james
    Member

    Sorry to be a one man spam but also have the active ability bigger or highlighted differently?

    Oh god ive become what I hate, an instructional designer

    #8658

    pavel_minaev
    Member

    >> This time, Ray has written the text ‘in character’, as if some scribe of the Blessed Continent itself had written it.

    Awesome! I missed the more “serious” descriptions of AoW1, looks like that’s coming back!

    >> Unit figures and formation – You can see the unit up close. Shows the amount of figures and the formation they’re in as well.

    Hmm, does this mean that we can actually change formations, or is it a purely decorative thing?

    >> make up for that with their aggressive abilities: First Strike

    I kinda always thought that First Strike is actually a defensive ability, since it only works when your unit is being attacked, and is meaningless when it’s attacking (except against another unit with First Strike)?

    >> Misc: Monsters, siege engines etc

    Speaking of siege engines! As far as walls and scaling/breaching them goes, do we get the system that was in AoW2/SM (any unit can breach walls but some are better at it), AoW1 (only specialized units can breach walls or scale them), or something altogether new (e.g. only specialized units can breach walls, but any unit can attempt to climb them, but this requires several turns to set up ladders and climb them, with significantly lowered defense in the process)?

    #8660

    Tomipapa
    Member

    Thnx Narvek awesome as always!

    The ui is nice and clear and i love the scrollable description idea.

    Ps: Aesthetics or not, everyone who dare to say those phantasm warriors are not well designed and made will face my wrath! 😀

    #8661

    Yeah they look really cool 😀

    Question: What effect will morale have on the units? Will it affect their stats or give them special buffs or debuffs?

    #8662

    Tomipapa
    Member

    Sorry for the double post but forgeted these.

    Noticed that now we have 7 moral state and in the past we had five.
    Also nice to see that the upkeeps are higher than before 🙂

    #8663

    Brother JO
    Member

    Well, guys if you ask me stat panel looks a bit umm… basic and emptyish.I like how every ability has a picture but I think most important stats are not higlighted.

    If you look at the screen you can easily notice passive and active abilities but you might not notice Health Points, Move Points, Defence and Resistance at first glance. Because they’re fitted into a very small space while abilites are written in a HUGE space.

    Of course abilities are important but base stats are more important and base stats should be highligted.One must easily notice main stats at the first glance.I liked how it was done in Aow2/Aow2SM. The first thing you noticed were main stats then you check the abilities and passives.

    There is also another problem: Morale does not fit on the edge of screen if you ask me. It is far away from part of screen where stats are shown.I think morale can be just above lore section or somewhere which is nearer to stats.

    Other than those I find the design pleasing 😀 But it could be also improved if we get some symbols on background or a background image 😛

    Edit: I forgot to ask 😀 Can you put a screenshot of unit panel in combat? I’m curious how will unit panel in combat work.I hope it will not be too big.I’m asking this because of ability pictures.Since they have pictures now they might cover a larger size of the screen on battle which is not good.

    #8669

    vota dc
    Member

    Giving different value of damage for the same attack (x physical, y spirit) seems a great idea.

    #8670

    Agree with some of Jo opinions.
    Morale icon is good as position overall, but it would be better if it was somehow more visible, maybe a little bigger or less peripheric.
    And the abilities panel is too big and dispersive with all this icons and abilities.
    You should probabily find a way to put them in appropriate “folders”: active abilities, passive abilities etc. Maybe just divided with titles above, like paragraph on a text page, if you want to keep everything on one page like i presume.

    Example:

    —————Active abilities—————

    * Firt strike
    * Smash walls
    * Cry like a baby

    ————-Passive abilities——————-

    * Incorporeal
    * Floating
    * Fashionable

    The other option is using clikable menus, like in previous games for abilities-description to make different folders for different kind of abilities… but You know different technical options far better then me.

    All other things are nice.

    #8673

    The ui is nice and clear and i love the scrollable description idea.

    Its very kool idea, i like it a lot. Can we use the mouse wheel to scroll up and down when we mouse over it? Would be quite frustrating waiting for it to auto scroll.

    Unit figures and formation – Shows … the formation they’re in as well.

    Hmm, does this mean that we can actually change formations, or is it a purely decorative thing?

    hehe i thought that when i read it as well bud, but i doubt it – we have been told too many times that its purely cosmetic :/ But maybe the formation .. although not changeable – actually does effect the units – such as pikemen will use spear wall formation when at a higher lvl etc

    make up for that with their aggressive abilities: First Strike

    I kinda always thought that First Strike is actually a defensive ability, since it only works when your unit is being attacked, and is meaningless when it’s attacking (except against another unit with First Strike)?

    Qlthough it is a defensive trait – it works wonders when you use that unit aggresivly, charging in with your spearmen and dealing some dmg – next round if they want to attack you back they must suffer the first stike and maybe even lose the unit befor that happens and may need to retreat giving you further control of the field

    Sorry to be a one man spam but also have the active ability bigger or highlighted differently?

    I honestly dont think it needs it, the stat effects on the right are enough to indicate that those slots are active abilities. Even for things like heal – it will indicate how strong of a heal

    the only change i think would look good is placing a empty slot in between actives and passives. But it really wouldn’t be a “must have” as imo its really obv which are actives

    If you look at the screen you can easily notice passive and active abilities but you might not notice Health Points, Move Points, Defence and Resistance at first glance. Because they’re fitted into a very small space while abilites are written in a HUGE space.

    I agree, they play a very very important role in the game and they are also effected by buffs etc. Their looks to be very little room for +3 or -11 on each stat .. and that really matters when eyeing up a unit. Maybe extending that bar accross the entire info card is too much .. and having them on 2 separate lines would leave too much blank space .. but something needs to be done as i agree that we dont think we have enough emphasis put onto the units core stats.

    There is also another problem: Morale does not fit on the edge of screen if you ask me. It is far away from part of screen where stats are shown.I think morale can be just above lore section or somewhere which is nearer to stats.

    Agreed, its so far away from the rest of the important .. critical stats. Sure the unit image and the lore is nice and will lvoe to look at it all day long when the game is realeased, but the critical info should be bundled up for quick glance looks.

    Imo i think merely switching the race and morale+alignment icons sides then it would be ok – becasue most people will know looking at the unit what class it is and if not .. then its likely that you are viewing the info card purely to find that out.

    Unit figures and formation – …. The background corresponds to the unit’s actual surroundings.

    Thats a really epic feature, i think this will go overlooked by many of the casual gamers .. but imo .. its one of my favourite things revealed in a dev journal yet lol 😀

    XP and Medals: This unit is freshly summoned and as such has 0 XP and no medal. It needs 30 XP to get the first (iron) medal. The bar features a gauge indicating how you are to the next one.

    MEDALS! That a system i always wanted to see get expanded but didnt remember until i read the post. Is it possable to reward units with an epic kill medal or perhaps one for “guarding a city” against evil foes or for X amount of turns.

    A “special” medal could give a very very specialised stat. Such as a defence medal could be:
    Desc: In reward for guarding Dwarven strongholds againts untold foes (5 defenses), you are awarded with the Heart of Earth medal
    Stat boost: +5hp when defending Dwarf City Y or All Dwarven cities

    You could do all sorts of epic boosts like this .. bridges … last hitting an epic unit (dragons etc)

    that would be such a kool feature .. but it would be a mofo to balance lol

    Also … what unit type are the Phantasm Warriors? They have a cog icon with an error or no sign in the middle ? Is that the misc sign? are they monsters – because due to all their abilities i would better class them as infantry lol

    #8674

    —————Active abilities—————

    * Firt strike<br>
    * Smash walls<br>
    * Cry like a baby

    ————-Passive abilities——————-

    * Incorporeal<br>
    * Floating<br>
    * Fashionable

    i dont like the folders idea .. would clutter the menu too much imo making it not a “at a glance menu” anymore. but your quoted method is really cool, much better than what i suggested. like that a lot 😀

    EDIT: btw the desciption was epic!! i really hope to see an ingame hero called Gorax 😀 😀

    #8676

    Cant edit 🙁 i mean Gorgax

    #8677

    Tomipapa
    Member

    If you look at the screen you can easily notice passive and active abilities but you might not notice Health Points, Move Points, Defence and Resistance at first glance. Because they’re fitted into a very small space while abilites are written in a HUGE space.

    Not sure about this. The main stat icons are the biggest ones, and the displayed numbers near them are at least 3 times larger than the numbers near the abilities. When i looked at that picture the first thing i noticed was the 50 health and the other main stats.

    And the abilities panel is too big and dispersive with all this icons and abilities.
    You should probabily find a way to put them in appropriate “folders”: active abilities, passive abilities etc. Maybe just divided with titles above, like paragraph on a text page, if you want to keep everything on one page like i presume.

    The abilities are already divided. All the active abilities are at the top of the panel and any other ability come after them. The only thing i would change is to put those passive abilities with percentage number at the top right after the active ones.

    #8679

    Not sure about this. The main stat icons are the biggest ones, and the displayed numbers near them are at least 3 times larger than the numbers near the abilities. When i looked at that picture the first thing i noticed was the 50 health and the other main stats.

    For me it was – Unit artwork > ability list > Name + icons either side. The last thing i noticed was the hp, movment etc

    Nvm that, you must also factor in room for +3 etc. What you can do is merely change the colour and resort to popups to show how and why the overall number has changed though .. that would fix a lot of the problems but not the – pop out effect from all the other data on the page

    The abilities are already divided. All the active abilities are at the top of the panel and any other ability come after them.

    In my first post i agreed that .. for me at least .. that i thought it was pretty obvious what were actives and what wernt. However i also understand that a lot of players wont, especially the younger gaming audience and above all you never want confusion amoung your audience or they will often abandon ship (not game .. just ignore the feature and .. this is too important a feature to overlook … even if its only 1% of the players)

    I think the headings idea is great, if its small and non obtrusive .. then it would solve all these problems easily.

    Edit:

    The only thing i would change is to put those passive abilities with percentage number at the top right after the active ones.

    I really disagree because at the moment, the only differentiation between actives and passives is the data on the right and their location on the list.

    Placing those under the actives could confuse players that they are active buffs that you must play. Dont want people clicking on those icons in combat thinking … why isnt anything happening .. are my units buffed?

    Sure popups can fix it .. but not everyone will mouse over every single thing .. especially when simply placing it at the bottom of the list is enough

    #8681

    NuMetal
    Member

    Brother JO wrote:

    If you look at the screen you can easily notice passive and active abilities but you might not notice Health Points, Move Points, Defence and Resistance at first glance. Because they’re fitted into a very small space while abilites are written in a HUGE space.

    I agree, they play a very very important role in the game and they are also effected by buffs etc. Their looks to be very little room for +3 or -11 on each stat .. and that really matters when eyeing up a unit. Maybe extending that bar accross the entire info card is too much .. and having them on 2 separate lines would leave too much blank space .. but something needs to be done as i agree that we dont think we have enough emphasis put onto the units core stats.

    I think a good solution would be to use a second row and have Movement Points below Hit Points and Resistance below Defence. Than there’d be enough space to show modifications of enchantments etc.

    The abilities are already divided. All the active abilities are at the top of the panel and any other ability come after them. The only thing i would change is to put those passive abilities with percentage number at the top right after the active ones.

    Yeah, that sounds like a good idea 🙂

    Maybe even better would be this segmentation:

    1. all active abilities (strike, stunning touch, hurl boulder, fire breath, dominate, phase, heal…)
    2. offensive passive abilities (wall crushing, swallow whole, entangle strike, holy strike, fire strike…)
    3. defensive passive abilities (first strike, ignition, protections, immunities, block, willpower, blurred…)
    4. miscellaneous passive abilities (static field, true seeing, dragon growth, night vision…)
    5. movement modifying abilities (flying, floating, forest walking, mountaineering, swimming, cave crawling…)

    I wouldn’t add a separation between the 5 sections though. Keep them stacked up like they are, but just order them the way I suggested.
    oh, and if cold strike, entangle strike etc don’t exist anymore because they are inbedded in the active abilities, I’d just combine section 2 and 3 🙂

    #8682

    Brother JO
    Member

    MEDALS! That a system i always wanted to see get expanded but didnt remember until i read the post. Is it possable to reward units with an epic kill medal or perhaps one for “guarding a city” against evil foes or for X amount of turns.

    A “special” medal could give a very very specialised stat. Such as a defence medal could be:
    Desc: In reward for guarding Dwarven strongholds againts untold foes (5 defenses), you are awarded with the Heart of Earth medal
    Stat boost: +5hp when defending Dwarf City Y or All Dwarven cities

    You could do all sorts of epic boosts like this .. bridges … last hitting an epic unit (dragons etc)

    that would be such a kool feature .. but it would be a mofo to balance lol

    Also … what unit type are the Phantasm Warriors? They have a cog icon with an error or no sign in the middle ? Is that the misc sign? are they monsters – because due to all their abilities i would better class them as infantry lol

    Yes! I would like my units to have special medals just like in Eador with extra upkeep costs of course 😛

    Not sure about this. The main stat icons are the biggest ones, and the displayed numbers near them are at least 3 times larger than the numbers near the abilities. When i looked at that picture the first thing i noticed was the 50 health and the other main stats.

    But still that doesn’t change the fact that they feel like packed up into very small space, while we can see unnecessarily big abilities list. We could get more noticeable version of HP/Res/def etc. In Aow2 you directly notice the main stats, then you look at the abilities for something extra. You cannot notice those stats as much as you noticed them in Aow2 now.

    —————Active abilities—————

    * Firt strike
    * Smash walls
    * Cry like a baby

    ————-Passive abilities——————-

    * Incorporeal
    * Floating
    * Fashionable

    The other option is using clikable menus, like in previous games for abilities-description to make different folders for different kind of abilities… but You know different technical options far better then me.

    Not sure, with clikable menus you cannot have a quick glance at units, you will have to click everytime to open passive/active panels and that can be annoying to some players and it will also slow down the Multiplayer.

    By the way this panel is detailed panel which shows every information about unit.But what about other type of panels.Like recruit panel and in-combat panel? Since now melee attack is counted as ability(it’s in the abilities panel) how do we suppose to look up the attack/damage values of the units in recruit screen/combat panel? I don’t want to open detailed panel everytime I recruit a unit.

    #8684

    rob_james
    Member

    For inexperienced players who are new strategy/turn base its best to have the basic and important features big and clear so they can get by playing without knowing a thing on what to do, and the less important details (like passive?) can be smaller for experience players.

    That’s why I was thinking maybe the main attack the biggest and up with the other stats followed by the other active abilities and something separating them from the other passive abilities, just adds that little less confusion for the newbies.

    We all are guilty of skipping the tutorial and don’t want new players to get frustrated

    And i really hope their is a fashionable!

    #8686

    Brother JO
    Member

    For inexperienced players who are new strategy/turn base its best to have the basic and important features big and clear so they can get by playing without knowing a thing on what to do, and the less important details (like passive?) can be smaller for experience players.

    That’s why I was thinking maybe the main attack the biggest and up with the other stats followed by the other active abilities and something separating them from the other passive abilities, just adds that little less confusion for the newbies.

    We all are guilty of skipping the tutorial and don’t want new players to get fustrated

    Of course experienced players can get used to this panel, but it’s not just that.If I want to have quick glances over stats it will be harder for my eyes.I need to notice most important things about a unit in one glance(1-2 second actually it even takes shorter than that).But if more important things are not highlighted like HP/defence/resistance/morale/attack-damage(just like in this panel) I would take my time looking for each of them which will take more time.

    That would not be bad just for newbies, it will be also bad for experienced players too.

    #8689

    b0rsuk
    Member

    For me the page with special abilities is quite a mess, like in AoW: SM. I would appreciate either of the following:

    • List the abilities in a strict order, by function (for example movement abilities first, activated abilities second, resistances last
    • the type of ability should be indicated by icon’s border color. Activated abilities get one color, resistances another color…
    #8690

    Yeah, i agree with those who say that menues option is not the best one. I prefer my option “one” too, infact i wrote that probably devs want to keep everything in one single screen.
    I suggested just becosuse is a possible idea, but i agree that would make everything less intuitive and immediate.

    #8691

    Narvek
    Keymaster

    First of all thanks for all the feedback! We’re reading it and heeding it!
    .
    Buffs and enchantments etc. will come in the followup journal when we’ll take a look at the presentation specifically in Tactical Combat and maybe also see how class skills also add abilities to units.
    .
    Tooltips play a big role. For example to explain the current number of the defense stat we’ll use a tooltip so we can list each source and contribution to the resulting number. We’ll probably not list 12 (+2) but list 14 straight away.
    .
    Formations don’t have a tactical meaning, apart from the direction you’re facing.
    .
    Thanks again for all the suggestions 🙂

    #8694

    DadouXIII
    Member

    Not too fan of how everything is just in a list.
    How about making a nice design for everything ?

    #8695

    Not too fan of how everything is just in a list.<br>
    How about making a nice design for everything ?

    i think you should explain or give some examples? as imo it already has a nice design but if you can think of something nicer then im all for it 😀

    i was thinking of doing without the big artwork on the right and having it instead as a watermark in the background of the entire info card

    then have the stats all divided up into 5 sections, top and under it 4 quarters, top left, top right, bottom left, bottom right

    #8698

    Quite nice, stats and abilities are clearly visible and easy to read imo. Oftentimes people complain and nitpick just because they can. The unit itself looks great too.

    There might be a need to manually scroll through the unit description text (if it’s not already possible) because it might be annoying to have to wait for it to float by on its own depending on length.

    Also the empty space below the ability list is a bit unsightly. I know it’s hard to address because different units have different amount of abilities so the size of the empty space will vary. It’s the shading on the abilities that makes it stick out.

    The upkeep kinda breaks the symmetry of the upper bar because xp’s in the middle but there’s nothing on the right side. It almost feels like it belongs with the core stats, hp, move, def, res but room is an issue.

    In any case these are just little aesthetic issues. The important thing, the readability of stats/abilities is good imo.

    Edit: Oh and it’s good to see 60% prot. It means we can have incremental values, not just 50/100%, right? 🙂

    #8701

    Red Key
    Member

    I agree with those who have said core stats need more visibility. My eyes should be drawn to them instead of jumping over them. I think the problem is that the core stats section has other things cutting into it like the XP bar and the owner shield. I also think the active abilities should be clearly distinguished from passive.

    One way it could be solved is to put the active abilities above the core stats, and continue surrounding the core stats with that small border.

    Another way would be to increase the height of the core stats section; perhaps even separating it into two lines so that HP and movement are on one line and defense and resistance on the next. Then include a small border between active and passive abilities like the border between the core stats and active abilities.

    I also think the positions of the owner shield and morale should be swapped. In the game it is usually already clear who the owner of the unit is so I would rather have the morale on the left near all the stats and abilities.

    Keep up the good work TS devs! Thanks for considering our input.

    #8703

    Awesome job, Godwin! Love the new character sheets! Just a slight correction, I actually traveled into the world of Athla, rifled through dusty archives, visited locations, found Mason Goldsong the Bard, etc, and found the lore, and then just copied it down… I could never write so many clever adventures all by myself. 😛

    #8704

    Awesome job, Godwin! Love the new character sheets! Just a slight correction, I actually traveled into the world of Athla, rifled through dusty archives, visited locations, found Mason Goldsong the Bard, etc, and found the lore, and then just copied it down… I could never write so many clever adventures all by myself. :P

    And you didnt take me?!?!?
    Well Ham will be hearing about this!

    #8709

    NEHZ
    Member

    I really like this layout. Good that there’s no multiple clicks to get info, good that the core stats are easy to find.
    I’m not so sure why everyone finds the core stats hard to find. Will you guys really need a second glance to find those after you’ve opened such a window a couple of times? Do keep in mind that the very first look is only once. After a while you will know where it is and the big symbols will make it really hard to miss if you start looking in the correct corner.
    I would like it if the movement is to the right of the defense/resistance, to keep the hardiness (hp/def/res) close together. I’m guessing it’s to the left because like hp it has a current/max.

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