Question about an issue I'm running into:
- Enemy ship A retreats from battle after being reduced to half health by player ship B
- Player fleet pursues; new battle starts
- Enemy ship A is finished off by player ship C
Is this handled properly (B and C both credited with an assist, instead of C getting the solo kill for dealing 100% of damage in the last reported player engagement)?
"properly" is relative
There should be two combat results created, one for the initial battle, one for the pursuit action. This also assumes the player participated in both. In the first result, 'A' will shown as retreated at half health, for the second result it will show C getting a solo kill with not much damage.
There might be times it's reasonable to combine the two results, but there are probably equally as many times you would want them separate. Ideally there would be some aggregate "encounter result" then multiple sub results. But that's probably going a bit far down the rabbit hole for something that's good enough currently and that the UI doesn't support well (a visualization hierarchy).
Glad you're liking it! I'm adding support for localization currently.
On the bad-news front, there isn't a way to use the new damage listener interface to track damage back to the original weapon so we'll have to stick to the current mildly janky way of computing damage which can't handle things like plasma and flak