I have opened this thread to track the features to be changed. It avoids forgetting about bug-like features exist in stellar forces. SteveSmith can maintain the current list here: - prevent grenade set offs to disable opportunity fire - prevent environment change to trigger opportunity fire
prevent grenade set offs to disable opportunity fire: Actual behaviour: When a grenade explodes at the end of the turn, the game registers the changes in the environment and disables opportunity fires againt units that are visible for the opponent. Desired behaviour: When for any reason a unit is visible when making a specific action (turn, move, fire), opportunity fire is triggered for the unit which sees him. It should only happen during the turn and not at the end of the turn.
prevent environment change to trigger opportunity fire Actual behaviour: Whenever a unit becomes visible and an enemy unit shoots opportunity fire with an explosive weapon, the unit keeps shooting until the following conditions: the weapon runs out of bullets, the bullet leaves the mission area without hitting anything, the unit runs out of action points. This behaviour makes blasters a strong weapon. Desired behaviour: Whenever an explosion is set off, the opportunity fire is not repeated for the firing unit until an enemy unit makes a triggering action.
There is another case when an environment change triggers an opportunity fire. Actual behaviour: Whenever there is an environment change on the map (dismantle, explosion on non-destructible map) the opportunity fires are all calculated again on visibility. Desired behaviour: Whenever there is a change on the map, the program should register the current visibility pairs, make the environment change and then check again the visibilities. It there is a new visibility which was not on the list, trigger opportunity fire for the unit. In other words, I do not want the enemy unit to shoot down my unit (perform an extra opportunity fire) because somebody has dismantled a wall inside a building somewhere on the map. Also I do not want enemy blaster guy to shoot opportunity fire again, because he has missed his shot but demolished a wall block.