3 | | * Better arrow spread over time(see #2009) |
4 | | * Reduce the number of loops. With the old code, it would even try to shoot if no units were in the range, just to find on the end of the loop that it can't. This won't happen anymore as the timer is only started when a unit comes in the range. |
5 | | * Implement the RepeatTime and PrepareTime Attack tags as a building also has to prepare when starting to attack |
6 | | * Implement an "ArcherClasses" tag, where you can choose for which classes extra arrows will be rewarded |
| 3 | * ~~Better arrow spread over time(see #2009)~~ |
| 4 | * ~~Reduce the number of loops. With the old code, it would even try to shoot if no units were in the range, just to find on the end of the loop that it can't. This won't happen anymore as the timer is only started when a unit comes in the range.~~ |
| 5 | * ~~Implement the RepeatTime and PrepareTime Attack tags as a building also has to prepare when starting to attack~~ |
| 6 | * ~~Implement an "ArcherClasses" tag, where you can choose for which classes extra arrows will be rewarded~~ |