Creamy - Tremulant here is a wonderfull pixel-artist and the portraits will be pixelled (in fact, it's necessary that they be so that they can easily be recolored with the code Fil has made so nice)
I did try them myself, hand-drawn and pixelled, and a mix of both, but i jsut cannot get the hang of this style of artwork. oh well, i will learn, but until that day we are glad to have superb artists like Trem willing to help
FINALLY fixed the sets, mostly to take nearly all of the comments into consideration. here is an image containing the newly done versions:
not so exciting, since you had seen much of this already, but you can see this process of finding a nice style is nearing completion. I am, however, realising that some units, particulary the ones wearing ots of dark gray, may not have enough of a team color to be as easily identified as i would hope. I may look into the possibiliy of having the grays change a bit from team to team as well as the 2 uniform colors, sometimes being lighter or darker or more brown or more blue-gray etc.
Also, ignore the placement of the wood (in this case a bridge) tile, but if anyone has any comments on it atm id love to hear.
I dont think we have any functioning bridges in the game. sure we can make them visually, but we will never have 2 characters sharing a tile one below and one beneath the other so far as i know because the sorting gives us headaches just thinking about it, and ive never played a tactical game where the ability to have bridges had a notably positive impact on the gameplay, more often then not they were just a frustration to movement and visuals.
Also, a slight update to the tall grass, its still very much a WIP.
Darien, its interesting you should say to add contrast, i didnt hear you say that the first time. I actually thought taking contrast away would make it more readable, but maybe i was wrong? anyway i might as well post this now since ive gone and done it, but later i might try your suggestion
Another note on this - several people have suggested i bring the grass height lower, and there will be many types of grass that are not this high, but this really is a test of seeing how high i can make it while having the characters visible. once i get this look down, shorter grasses will come easily
Also, a general shout-out, i still am completely blank when it comes to ways to make the cloaks look different in a way that represents the job. if anyone has any idea, do let me know