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Hi,

after a few days break I'm back at work on SJX! While disconnected I thought a bit about an aspect that kept bugging me.The ground combat module effects, specifically the management of actions and turn based behaviour (clearing of effects etc.) was awkward and error prone.So I refactored the whole effects management code and added better turn based visuals which make the combat feel much more "alive" (Video Link). For example:

animated turn pulsing indicators

daze now force-skips the next primary action

all action effect animations reworked, more dynamically animated

expiration timers/action specific duration of impact possible

correct clearing of effects

and a flexible underpinning for much more sophisticated effects in future (shield, ...)

At the moment this refactor is on the Beta channel as V240_009 and after collecting a bit of feedback I'll publish it to all official patrons.

Now that the nagging thought of RPG combat improvement is gone I'll switch over 100% to NSFW and quests ;)

y.v.

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