Another possibility is to just not do anything to CF, I mean more spells without targeters are good, replacing some boring/simple spells with ones that are positional, and have unusual attack patters (forcing you to use the player's position as your targeter) is interesting, but I don't think we need to replace *every spell* that is targeted.
If we can't come up with something *better* to do with CF, leaving it alone is probably fine (There's a bunch of different goals here, making the UI better, nerfing the spell, removing some weird edge cases etc. Probably CF deserves it's own conversation in depth to establish what we want).
Some possible positional attack patterns:
- Code:
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- Code:
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You'll note all these are patterns of chess moves, I think chess piece attack patterns make pretty good spell attack patterns (Obviously more squares touched is a higher level spell)
Some non-chess inspired ones:
- Code:
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- Code:
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Also, single-shot in-advance low-duration cast, but bump/move firing (so like confusing touch, but without the "hit them with a weapon" requirement, bumping would be the spell "trigger" which would *replace* the standard melee attack)
I also would like it if we retained *some* bolt spells, and *some* single-target spells.
Also the main problem with the bounce-bolt targeter is that it's frequently suboptimal, it will sometimes pick a good square to bounce things off of, but sometimes it will pick a bad square (for example, hitting a creature twice, but also the player, when the same critter is hittable twice without hitting the player, or hitting one creature twice, instead of one creature twice and a second creature once) It also seems to stick with the same "bounce" wall target even when the creature moves so that it's no longer double-targeting that creature, but there's another option which would double-target that creature. I would say that the best bounce-bolt targeter would, search through all targetable squares for the most "hits" possible that don't hit the player with ties going to most hits on the creatures closest, only searching through the 'hits the player' options when it exhausts the 'doesn't hit the player' options (unless you're immune to the damage of course) Similar logic would be appropriate to area effect targeters as well.