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The visibility is kinda fixed by moving to the edge of the ship, but it takes some effort from the player, I moved the ships closer and higher to make it so. But having to move to the edge of the ship is kinda realistic so I think I'll keep it. And I'll put the NPC on the other side of the ship, so the full relevant side of the ship can be walked on by the player.
One thing I wasn't sure about is, maybe you could add some scripting functionality where the fighters start further apart and walk at each other to make sure combat starts.
A couple times I tried making smaller fights with just a few fighters and the combat didn't start. My guess was because they couldn't see each other which means combat doesn't start. If you have them walk at some triggers in the middle it would be more reliable.
I'll check it out later.
BTW you should set a menu screen level. Also if the players have a problem seeing the fighters from the boats you could build a second bridge they can stand on or a couple platforms.
https://onedrive.live.com/redir?resid=E5E0E7181A39FAA5!335&authkey=!AC6mDhYdSpmJLIs&ithint=file%2czip
I didn't put any fighter spawns or anything. The two players spawn on the boats. I also made a boat for the commentator if you use it.
Far as level switching, I haven't played yet since I'm away ATM, so I don't know exactly how it works. But my suggestion would be to make one level be the staging area where you do all the picking and once you select your team another dialog starts with descriptive choices for each level in the mod. And whatever global event you have set to those choices will end the dialog and throw you over to that particular level with your teams.
And more templates with a higher skill diversity. Or communicate the skills each fighter has to the player?
I don't, yet, but I can in a few minutes :P all it takes for a level needs are the five starting spots for each side with point triggers in them, and at least one arena master (it's the same dialogue reacting to P1 or P2) . I was thinking of being able to switch levels through the arena master's dialogue options.
I'm excited to see what you come up with :D
About the auto-updating thing, does the EE update it when you give it a while to load in the mod screen itself?
Do you already have functionality in the scripts to allow the player to pick levels before starting?
Best way to ensure it updates is delete the PAK file from Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods. Then unsubscribe and resubscribe