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"Icicles, overhang. Natural walls."-24/12/12.

"Literacy and numeracy, + signposts to increase efficiency of pathfinding and decreases dithering."-24/12/12: could use this to set priority routes.

"Tendril chewing gum monster.

2 seems too few, 10 seems the outer limit for squad size. Merging squads to mix members together.

The ability to reshape terrain in organised effort is part of what makes Rs the ultimate monster.

Selecting a member of a squad will bring up elements of a UI that is relevant to the squad and combat in general.

Click on a turret, an option appears to force priority to manning it over others.

When deciding between multiple options, then, those will be filled first in favour of other ones.

Preternatural, not supernatura. No apparent or direct magic. Superhuman within feasibility.

Check the monster manual for underground ecologies."-25/12/12.

"Noxious gas producer like tiberian sun."-25/12/12.

"The tells of the creatures. Puffed up sand indicates animals are underneath."-25/12/12.

The corpseflower.

"Exhaustion (tiredness), hunger, experience, [class,] hitpoints, to hit, to avoid, fear, training.

Random personality traits are assigned ONLY when Rs have a "profession". Otherwise, no personality."-26/12/12.

Need a complete list of dynamics that influence an NPC behaviour after the spectrum is finalised, then break it down into active effects (fire, panic, beserk, tired, etc.) and stats relevant to player choice. Informing the player about combat information through the character portrait icons and tooltips from hover-over is the higher priority. A clear way of displaying that information through quick coherent language is necessary so that at a glance the player can surmise and manage the circumstance.