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I meant best option to me are :
- rewind to start of current turn
- rewind to start of current round
Thanks
To me, the most useful rewind stage would be be the start of the current turn. This is where most of the key decisions (strategy for the whole turn) are made before being engaged in a torrent of micro steps.
Starting from the beginning of the previous turn, not for me bc it sound like serious cheat lol, but why not for users that like to try out some different strategies...
Going back to the very start would be a weird choice. In this case, starting a new game seems more appropriate.
-Start of current turn (a reset like discussed bellow)
-Start of previous turn (so I can debug easier mostly).
-and the very Start with the setup menu (achieved easy enough with a re-load).
I can record everything every turn, but the data being stored will get excessive. Would it be any use being able to step back through your entire game? Maybe pass it to someone else and see how they fair? But the deed deck gets randomised each round and the dice are random too, so I can't really see that working.
I sort of had this "game replay" idea going through my mind....but that might be too ambitious :-)
To me rewinding always seemed a last resort.
I plan by just playing cards, taking them back to hand, etc.
I find that much easier than using the usually rather janky and stuttery rewind.
Especially to the issue with amount of states you mention. It's easy easier for me to just grab my cards back to hand and rethink.
I guess I just find myself in situations where I would need it extremely rarely. Doubly so in MK where you usually pre-plan things like combat and only commit once you decide on the best course of action.
Rewinding is safe to do on my Mod due to the fact I planned on people saving their game half way through and continuing latter. Rewind is just loading an old save essentially. Other people write scripts for one session so don't save any of their data, making rewind a bit deadly.