Wanted to report a crash bug for you. Playing as the crusader I tried to buy a "heater" shield on the 3rd floor store. When I hit buy, the game crashes.
Also, weapon focus skill doesn't appear to be working. Game said getting better with dagger twice now yet the damage is still the same as when I originally picked it up. Thanks
Update: Crash was happening on iphone4 with 4.01. Now running the game on my ipad with latest OS. Using a crusader again, level 2, at the store on floor one. No matter what I try to buy it crashes as soon as I press the buy button. Only similarities between the two games are: 1 pt in Searing blade skill 1 pt in Weapon Focus skill purple robe for body armor ring of strength poison darts If I throw everything away (except for the robe which you can't) I still can't make any store purchases. Hope this helps somehow.
I can say that Weapon Focus is working properly, just that the display numbers in the tooltip aren't incorporating the bonus damage information (The @ symbol should still be displayed in the tooltip). Combat attributes are being enhanced. I should be able to get the tooltips to see this extra data. As far as the item shop crashing, I'm looking in to that now, top priority.
A few bugs aside, i am loving this update - i have consistently played this game since purchase but I was getting a little ho-hum. 1.0.6 has significantly added to the game's complexity. Nandrew's goat-wacker? What an awesome weapon (when it wasn't getting me killed). Chases butterknife, the Griffin Slayer... so many cool new toys. There has also been some serious nerfing - healing is a bitch. I think the genie's lamp is far too easy now though - one hit and it's gone... Anyways, I think the game design is going really well. tanks!
Unintentional, and my fault. I'm surprised no one caught it, actually... Anyway, both bosses and other new and existing areas of the game related to summoning are getting plenty of attention now. 1.07 should have some nice surprises related to it and bring the lamp's health back up to a worthy challenge.
I also got a peek at Nandrew's Goat Wacker! Was workin' like a charm till I had a cat statue behind me and 3 robots in front of me... Has any Dev explained the cat statues yet? They definitely throw a monkey in the wrench.
I haven't read if anyone else has posted this, but in the most recent update I am extremely disappointed in 2 things: 1. The big red/green button. Every time you walk anywhere it's constantly flashing red green red green in the corner of your screen and is highly distracting. When you guys put this feature in did you even try it out? I know you're trying to communicate to players the whole "enemies only move when you move" concept to players, but I don't see how flashing a giant green and red button in their face is going to do anything but annoy them. 2. No easy access to inventory. Used to be a nice easy to press blue button to check my items or skills. Now you have to use the tiny menu button in the top right corner (and until I just updated it was right in the way of the map button). If you're developing a portrait game one of the first lessons is to put all your most used controls in the bottom half of the screen. Always. People don't want to have to reach their hand up over and over to use the inventory. And there is plenty of room down the bottom so I am really baffled as to why you guys thought taking away the big @ button was a good idea as the player now has only 1 way to get to their inventory and it sucks. Peace out
You need to do something about the inventory system as well. Please make a small "backpack" icon and place it above the skip button. Or something similar. As it stands you took away the @ button that was one of the most used buttons in the game and replaced it with the "Attack" button, but then didn't provide any replacement for the @ button. Did you think "ahh they can just live without it and have to use the tiny stupid menu icon up in the top right corner every time they want to check their items"? Have you tried your own game? Play it for a while and see how annoying it becomes reaching up to press that button over and over and having to reposition your hands while doing so. Please put in the little backpack icon I suggested or give us some other way to easily access the inventory from the bottom half of the screen. Also tapping a blank quick item slot should bring up the menu, that's just common sense.
Yes and no. I agree, the bottom of the screen is where your hand normally sits, but there's a lot that would need to go down there. Attack and Skip, both being game functions, lend themselves to being those big buttons for cohesion's sake. Also keep in mind that UI elements are easier to interact with when located along borders of the screen. The principle applies more often to a mouse pointer since the edge of the screen will stop you, but even a touch interface benefits from having, in this case, the Menu button surrounded on two sides by areas that have no effect when touched accidentally. We did try with the menu and map buttons above the attack and pass buttons, respectively, but found two things. First, that accidental presses of attack and, more fatally, skip turn occurred when attempting to hit either. Second, that this brought their placement closer to the edge of the fog of war, and when targeting things near the fog's edge we were more likely to hit these buttons inadvertently. The menu button, while, admittedly, it more cumbersome to reach in the upper-left corner and more used than the attack button, can be pressed more reliably in this location, once the map icon was bumped down some to give it some breathing room. I'd planned for 1.06 to have a different settings you could choose between. Abandoning the idea to place them directly above the blue and green buttons, the idea arose to put them as thin strips where the experience bar now is. Anyone who has played Castlevania Puzzle: Encore of the Night can agree that this setup can be very frustrating to aim for, but I'll do the best I can with it. Unfortunately I ran out of time, partly due to illness. Oww It was very saddening to see how many of our early testers didn't understand what "turn-based" meant. For these individuals, we made a big, flashy indicator to tell them exactly when their input would work, so they would stop button-mashing enemies with the expectation that they'd attack faster.
First of all, awesome update on 1.0.6! Secondly, before the update (so on version 1.0.5 - not sure if this has been addressed) I was trying to pick up something (or drop an item) and the game crashed. It was my only crash in the few hours I've played, but when I went back in the game I had lost an entire floor (or more) of progress. Would it be a good idea to do an auto-save every few minutes, so that if / when a crash occurs, less progress is lost?
Saving is too intense of a process for us, unfortunately. It's done before level loads because no one notices or cares if there's a bit of lag, since that's what loading screens are for. If it did save every few turns it would stutter noticeably when it occurred, which would get annoying real quick. Also thanks! I'm glad to hear you're enjoying 1.06
Butterknife... Is the new butterknife weapon that applies the Soften effect working correctly? I see the Soften display graphics appear, but I appear to be doing just as little damage then I would have without it. When using the Crusader's Soften, I can cut through the beetles on Mine 2, using the knife Soften, I often do 0 damage. ( this was with a +2 version of the knife as well )
The attack formula is ((strength * rand(weapon.minDamage, weapon.maxDamage)) + coreBonus)*.1 * ((100-target.defenseForDamageType(weapon.damageType))/100). So, starting strength is 10 for either player, and chase's butterknife rolls 1-6 damage. Let's say you're facing a beetle, which normally has 50 armor but, when softened, this is reduced to 25. In the worst case, we get (10*1+2)*.1*.75 = .9... which is getting rounded down to 0. Best case is (10*6+2)*.1*.75 = 4.6, which gets rounded down to 4. So the weapon would be dealing 0-4, as a result of us flooring the damage. I should double-check with Keith that that's intended behaviour, though.