Version 0.0.28 important changes

HEXAGOLD

Turn-based strategy in roguelike style. Explore hexagonal lands, recruit troops, build defensive structures, grow farms to raise a stable economy, loot mysterious artifacts and survive in this dangerous world.

[h1]Features[/h1] [list] [*] added radial menu for transferring gold with throw count/percentage options [*] added building info pop-up with a cost and "build progress ratio" status [*] added gold collection by units when moving [*] added gold throwing onto other tiles via radial menu [*] added gold transfer skill to fill target gold limit [*] added gold limit for units and buildings [*] added gold balance for units and buildings in HUD [*] added tile visibility check before throwing gold [*] added logic for creating units around the building [*] added healing mechanics [*] added some skills placeholders to radial menu. Low transparent skills not yet implemented [/list] [h1]Changes[/h1] [list] [*] changed the move cancellation logic. Simply select a Unit and press A on it. [*] disable the radial menu when building a plan [*] changed the radial position from the center to the left side [*] changed the transparency of the radial menu [*] removed "Shift Object Group" button and added holding LB, RB to Shift object groups [/list] This is the big update with a lot of small changes. Most important one is gold mechanics. Now there is a lot of interactions with gold coins between units and buildings. Every unit has his own gold pockets with limit and you need to manually manage this gold. For example, you wish to build barracks and then build units from it. So, you put a building plan somewhere and add gold cost in this plan. When you fill building plan with gold, it starts building process and after some time building will be finished. Then you want to recruit some units, so just put some gold inside the building and this allow to buy some units for this gold. Some units have skills which costs golds or action points. So, for use these skills unit must have some gold in pockets. This mechanics may looks weird, but it's ok, just need to complete this idea and add more balance. Also I want that player starts with manual gold managing and gradually becomes to automatic gold managing. I have some ideas, but need time to achieve that. [b]Join Discord Community[/b] - https://discord.gg/heMxJhTqCz [b]Follow on Twitter[/b] - https://twitter.com/EugeneGataulin