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Subject: perpetual attackslast
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Messages / 1 to 8 of 8

1)Johnny(Overlord)
Just for clarification, perpetual attacks are carried out in the order they are set, not in the order they are toggled to be perpetual.

So, just like the attacks have been, you should set them in the order the units should move.  You can then toggle them to be perpetual in any order you'd like.
I'm a brand new user. I found your game through a Facebook ad. I'm making my orders for the first time and haven't been able to find an explanation of how perpetual move and perpetual attack work. The most natural place for me to look was the help, but there wasn't anything there on this topic. Could you please put some info there?
Here's how they work dude; you select perpetual attack after clicking on the unit.  The unit then makes the exact same attack every turn until you either 1) want it to do something else, or 2) runs into a unit that isn't yours at the end/at the beginning of its movement.  Keep in mind that it will still attack anything in its path during its movement, its just that if after everyone's turns are resolved there is an enemy unit in an adjacent square (this includes diagonals i think), the perpetual attack will cancel so you can change your attack to hit the hostile unit.
In short, normal attacks just go for one turn.  Perpetual attacks repeat every turn until the unit can't go any farther.
Thanks Elno. I looked through the help again and have realized that it's not even clear how attacks work. For instance, if I attack an adjacent, neutral square, do I automatically win? Will my unit move into the attacked square? If I attack a square at a distance, will my unit attack all the squares leading up to that square? What does auto toggle do?

I'm sure the developers have their hands full with bug fixes and feature additions. However, there's a pretty meaningful barrier to entry right now. I went through the effort of signing up, and reading all the instructions. However when I finally loaded the game I had no idea how it worked. Admittedly, I can just run some experiments and wait a day and then I'll know, but most users won't ever come back to see the results of their experiments. On top of that, it sounds like there's a pretty enthusiastic user base right now. Perhaps someone would be willing to write a tutorial or contribute to a basic Wiki. That would make it so the developers didn't need to spend as much time away from coding.

I know that it's easy for an experienced player to answer my questions, the problem is that new users don't have the patience to 'figure it out'. They want to know what each button does. This isn't as important in real time games because they get immediate feedback, but when it's a day before I get any feedback I'm just as likely to forget about the game and go play something on kongregate.
Just found this Post, it would be a good solution to the stuff I asked about: http://gt.toomuchstupid.com/board/t_t162
7)Johnny(Overlord)
FuzzySputnik wrote on :
I'm sure the developers have their hands full with bug fixes and feature additions.
Exactly.  The developer is actually just me, and I also have a normal, full-time job.  So, I can only code in updates when I have time.

I'll definitely make getting that Help Wiki set up a priority.  We've got some family in town for a few days, so I haven't had much time to work.
I know how hard it is to develop a side project with family and a full time job. I'm doing the same. Kudos on this, it's looking like a great game.
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