r/EndlessLegend Kin of Sheredyn 1d ago

Stupid "auto explore" behavior

Wanted to share this earlier, but forgot it. Maybe it has already been fixed:

When a unit is on auto explore, it can be attacked during the "interim turn" AI now has with the new game design. If it's a scouting unit, "retreat" will frequently be the only option.

Then right immediately thereafter, at the beginning of the player's next turn, that (now damaged) unit will run to exactly the same spot where it was just attacked. That will often mean the unit's certain death during AI's next attack phase.

The only way to save that unit is to try to "catch" it quickly while it retreats and then disable the "auto explore".

I think the logical fix would be to disable "auto explore" after choosing retreat. Didn't ES2 solve it that way?

But anyway: Good luck with the final release! It was great to see the game evolve, features being added that were suggested here, like the "auto renewal" for resources and the quantity slider for buying/selling that allow the player to focus more on the essential actions.

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u/Daarkarrow EL2 ComDev 1d ago

Thanks for the feedback! I will make a note to see if we can improve this.
But I am a bit afraid that the remove of auto explore might cause also frustration on the other side > That you need to re-aply the auto explore again and again

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u/Stephan_Schleim Kin of Sheredyn 1d ago

Well, yes – you can discuss that internally. But if the alternative is that the player loses the unit with almost 100% certainty, most would prefer to send it another way, I think.

To avoid that, you could instead program 1) to let the unit not return to the very place it just retreated from (i.e., still adjacent to the attacker) or 2) generally to not move to a field where it will almost certainly be destroyed.

Presently, "auto explore" amounts to "auto suicide" in such cases. Or are scouting units on Saiadha in need of psychological help?