Updated combat sequencing
So in an effort to better support our “reactions”, I had to make some changes to the combat sequence engine used to display the characters on the screen itself.
Everything was going pretty good, ugly code (at the time), but working; with one exception…
When it came time for someone to die, they’d flop over, THEN you’d see the damage effects and numbers go off. A very obvious delay too !
Fixed it of course, but was entertaining at 2am!