Stelek,
From Tom's board? I remember that name from somewhere.
Well, yeah, humans are messed up right now. That won't be fixed for a while, until I program an editor for creatures (very tedious). I haven't fully implemented growths (hair/claws/teeth) yet -- they will be completed four versions from now IF things keep going at the same rate, four versions isn't so far away, although I anticipate a slow down after Spring Break because I'm teaching a couple of huge calculus sections that quarter
I haven't completely thought out projectiles yet, but they will have to follow a path through the air to avoid going through walls... I think their flight will be visible. Let me check the plan... he he he -- stuck-ins come right before projectiles, so you'll be able to see arrows sticking out of critters after you hit them.
I'd have to change the targeting system slightly for indirect fire, but I haven't done missile weapons yet -- maybe when you are targeting a missile weapon the game can plot out its projected path... even arrows are affected by gravity, so you'll probably have to use indirect fire for everything (you can still just click on creatures to shoot at them -- it won't be a lot of work).
Right now the buildings are just props. There will be more info later, so that they can be destroyed. Of course, before mages explode houses, they'll be exploding people.
Demon,
He he he -- those awful targeting lines have been fixed. I noticed that about 5 minutes after I posted the last version and was just too lazy (or too exhausted after a hard day's work
Message handling is fairly ratty. I also don't like it when I'm walking and drop something heavy -- the message just flashes on the screen briefly (in turn-based). I never tested Real Time much, I'll try and fix up all of the bugs for next time.
I'm not sure about the crash bug. I'll look at that too.
Perhaps today shall be designated a clean up day. Corpse processing and first aid won't be all that bad -- I still anticipate a March 21st Release!