{"action":"created","issue":{"url":"https://api.github.com/repos/LoneGazebo/Community-Patch-DLL/issues/2670","repository_url":"https://api.github.com/repos/LoneGazebo/Community-Patch-DLL","labels_url":"https://api.github.com/repos/LoneGazebo/Community-Patch-DLL/issues/2670/labels{/name}","comments_url":"https://api.github.com/repos/LoneGazebo/Community-Patch-DLL/issues/2670/comments","events_url":"https://api.github.com/repos/LoneGazebo/Community-Patch-DLL/issues/2670/events","html_url":"https://github.com/LoneGazebo/Community-Patch-DLL/issues/2670","id":183769292,"number":2670,"title":"idea of the day","user":{"login":"ilteroi","id":1358966,"avatar_url":"https://avatars.githubusercontent.com/u/1358966?v=3","gravatar_id":"","url":"https://api.github.com/users/ilteroi","html_url":"https://github.com/ilteroi","followers_url":"https://api.github.com/users/ilteroi/followers","following_url":"https://api.github.com/users/ilteroi/following{/other_user}","gists_url":"https://api.github.com/users/ilteroi/gists{/gist_id}","starred_url":"https://api.github.com/users/ilteroi/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/ilteroi/subscriptions","organizations_url":"https://api.github.com/users/ilteroi/orgs","repos_url":"https://api.github.com/users/ilteroi/repos","events_url":"https://api.github.com/users/ilteroi/events{/privacy}","received_events_url":"https://api.github.com/users/ilteroi/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":3,"created_at":"2016-10-18T18:41:09Z","updated_at":"2016-10-18T18:51:36Z","closed_at":null,"body":"i just tried tracking down a bug - a ranged units was attacking a plot it cannot see. but it used to be able to see it, before moving away in order to attack from a safe distance.\r\n\r\nnow, one solution would be to change the way visibility works: every visible tile stays visible until the end of the turn. how about that?\r\n\r\ni think it would help the AI, because right now it immediately forgets everything it has seen when a unit moves, when in fact the information is valid until the next turn. \r\n\r\non the other hand, it's quite a significant change this late in the project. opinions please?"},"comment":{"url":"https://api.github.com/repos/LoneGazebo/Community-Patch-DLL/issues/comments/254603299","html_url":"https://github.com/LoneGazebo/Community-Patch-DLL/issues/2670#issuecomment-254603299","issue_url":"https://api.github.com/repos/LoneGazebo/Community-Patch-DLL/issues/2670","id":254603299,"user":{"login":"LoneGazebo","id":7849458,"avatar_url":"https://avatars.githubusercontent.com/u/7849458?v=3","gravatar_id":"","url":"https://api.github.com/users/LoneGazebo","html_url":"https://github.com/LoneGazebo","followers_url":"https://api.github.com/users/LoneGazebo/followers","following_url":"https://api.github.com/users/LoneGazebo/following{/other_user}","gists_url":"https://api.github.com/users/LoneGazebo/gists{/gist_id}","starred_url":"https://api.github.com/users/LoneGazebo/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/LoneGazebo/subscriptions","organizations_url":"https://api.github.com/users/LoneGazebo/orgs","repos_url":"https://api.github.com/users/LoneGazebo/repos","events_url":"https://api.github.com/users/LoneGazebo/events{/privacy}","received_events_url":"https://api.github.com/users/LoneGazebo/received_events","type":"User","site_admin":false},"created_at":"2016-10-18T18:51:36Z","updated_at":"2016-10-18T18:51:36Z","body":"Well if the attack fails, is it possible to simply have it check for LoS before it actually lines up the attack? Or would that freeze the unit's action for the turn/"}}
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