I second the increased vault size, but maybe to 18 or 24? But im not too fussed with the other suggestions. The number in the corner of an already tiny box doesnt seem very plausible and i think TouchMint has already said that programming the ability to manually move things around is very tough. I personally quite like the fact everything isnt super convenient and it fits in well with the whole 8 bit style, it makes me very nostalgic of old rpg games!
Everyone is entitled to their own opinion. That being said, I recommended a substantial increase in Shared Vault size to provide convenience to the player. Personally, I believe 50 - 100 is definitely a size that I would find convenient and that would facilitate me playing the game in a more efficient and enjoyable manner. Again, the stacking of items was to free up more inventory space. Fair enough with the manual moving of items and swapping with others, if the hard - coding of that functionality is restrictive then so be it. I definitely believe a Shard Vault size increase is a huge step in the right direction. Best Regards, Syn
Hey Syn great to see you are still enjoying the game and even trying to perfect it! Ill reply to a few suggestions you have here below: So I think I can increase the vault size to atleast 15 and maybe 20 but there are factors that make this hard. First off the database only had so many entires there are about 13 free but these also will hold future races and classes. So I'm guessing it will be just 5 more slots added unless I can figure something else out. On top of that there is the space issue. Everything I build has to fit on a 3.5 inch screen so adding more than 5 without a total redesign of the system is not possible. Stacking while possible in crafts just isn't possible in regular inventory without a total rewrite of the inventory system and maybe the database. You have to store 2 values (an array of sorts) in the database. The problem is these are database rewrites and when using coredata this is very hard to do especially for how complex the game is. While all of this stuff would be possible it would be a huge rewrite of the game and take maybe months. So I could spend months rewriting this stuff or I could spend the those months adding new content. While I agree these changes would make some things easier I just think content additions and actual bug fixes are more important. I should however be able to add more vault space without too much work and you should see it in a few updates from now. Hopefully this answers your questions and you see why I am making these development choices. Now I'm not saying these things won't ever happen I'm just hoping to get new classes races etc out before I focus on some of those other things that would just be minor upgrades for most people.
Something like a barbarian has been in my mind the only problem im running into is that most light equipment is focused on intel and spell damage. Even if I did add equipment with str, agility, con, etc mods I think it might get confusing for people using wizards clerics and illuisonists. I really do like the idea of a class using say heavy weapons and light armor I just have to find a way to execute it. I think a barbarian could work with say heavy weapons and medium armor though. Also while the monk will be able to wear medium most people will choose to wear light because of spell benefits. Bards I am saving for a future adventure to fate game where you can have multiple characters. . They fit a lot better as a party buffer than self buffer.
Hey just wanted to let everyone know the latest update just hit. Here are the update notes: NEW legendary race: Moon Elf Moon Elves are mystical humanoids known for their restorative capabilities. Moon Elves are strong, quick and intelligent. Moon Elves are a legendary race and work well with all classes. Bonus Skill: Lunar Restore (Heal Fully After Battles) Max Stats: Strength = 10 Intelligence = 12 Agility = 11 Endurance = 8 Wisdom = 10 -Improvements & Bug Fixes- -Various user interface improvements in character creation and arena views. -More clearly shows you can tap stats during battle to see all stats during the battle. *Fixed player stats getting stuck visible after death - thanks martin *Fixed minor bug with removing ads - thanks lordShad0wz *Fixed sp/hp regain, exp/gold bonus stats on uneqiup - thanks Andre *Fixed arena completion bug - thanks creedofhubris *Fixed Death Ooze morph bug - thanks Chris *Fixed potion display bug for stam I want to thank everyone who helped me find these bugs as posted above. Keep the suggestions and questions coming to the official game thread below and I will continue to improve the game so keep an eye out for future updates.
Wow really? I'll take a look at the memory usage. I will have to test on my 3GS and see what's going on.
Any suggestion to beat the game with wizard? I complete with rogue; knight, paladin, but cant pass the sand arena with wizard.... I try with clothier and alchimist but same result.... Thnx!
hmm weird... is there a certain level you are getting stuck on or certain monsters making it hard? As always I suggest getting your third attack (level 15) because it makes everything easier. If you are having trouble with melee damage use your frozen shield and/or a armor potion. As for magic defense you should have pretty high wisdom as a wizard but if not checkout the wisdom buffing potions. But yea let us know what monsters you are having trouble with and someone should be able to help.
Vs twalia the enchantress.... Im alrdy level 15, but i have only 3 slot for potion and need hp potion.....
Vs twalia the enchantress.... Im alrdy level 15, but i have only 3 slot for potion and need hp potion.....
So you are going to want to go after twalia first (get her down as much as possible before she morphs). If you kill the mummies first she will just keep spawning them so you need to kill her first. If you are looking for a belt with more slots the scholars belt can be made with your tailer and has 4 slots. Here's what it looks like.
Hey guys, I just wanted to throw an idea out there for consideration. I am presenting this after quite extensive play with different classes and professions which resulted in the same restriction each time. Alchemy... The ability to create potions, flasks and consume said potions and flasks without the consumption of a Stamina bar during combat. This profession I have found is essentially the only profession that can be taken if the player wants to avoid being considerably disadvantaged during combat. The reason for this is due to the fact that, as the game dynamic is structured around a single party member facing off against multiple enemies that can often attack multiple times each turn, the requirement to consume a potion becomes necessary from as early as Encounter 40 onwards. From Encounter 40 onwards the player can often find themselves having to consume multiple Health potions to survive the next enemy turn and with each consuming of a potion consuming a Stamina charge, without taking Alchemy as the profession, the player can essentially replenish their health to the point where they would survive the next round but then not have any Stamina charges to damage or kill one of the enemies. In turn, taking considerable damage next enemy turn to the point where they would then need to consume further potions to stay alive, again. I find this dynamic does not work and almost forces the player to take Alchemy as the profession every play through. This is a shame, as I would like to take different professions that offer different benefits other than the consuming of Potions without the resulting consumption of Stamina charges. I understand that the point I am putting across, if implemented, does mean a rework of the Alchemy profession altogether and other functions within ATF. That being said, I do believe that without Alchemy, the game does not provide an even balance within combat. Please let me know what you guys think - including TouchMint. Cheers. Syn
This may be a dumb question but does anyone know why my Rogue has lost stamina and now has only 1 attack per turn? I'm level 13 in the desert. Thank you.
There are certain enemies in the Desert Arena that can place a debuff on you that lowers your Stamina by 1 during battle. Once that encounter is completed, your Stamina should revert back to what it should be - prior to LVL 15 that being 2. On a side note, one of the Rogue's strongest abilities is a buff that increases your Stamina by 1 during an encounter. Always cast this at the beginning of your first turn. Good luck! Syn
I put a lot of thought into giving alchemists this "power". It is true this power plus other crafted items through the use of the vault make it the best profession without other crafted items it my be the weakest profession. Unless you have another crafting profession finished and have spares alchemy is really not that great of a profession. while other crafters get perm stat mods they simply get stat mods for 1 round and have to depend on shop and item drops. I myself like where they are after much testing but even if i did want to change them what would you suggest? Nerfing alchemy crafting itself and totally taking away the ability to drink potions without losing stam (cant do it would make it too weak) Allowing other professions to drink without using stam (I think it would throw the balance of the game off and would make alchemist much weaker and not worth the 150 gem unlock). I could do something like take 1 stam away for every 2 potions drank? I could do something like they can only drink stat mod potions without losing stam and regular potions would cost stam. I might be able to do something like alchemist get 20% more healing from potions and take away the ability for potions to not use stam. I honestly like how it stands but I am open to suggestions. If you have a way you think would make it more balanced let me know. I also have skills planned for the monks that make using potions less desirable as well so ill need to balance around that too.
Like Syn said (thanks) some monsters take away 1 stam during battle but it should return after the battle. Let me know if it is not the case.
I definitely wouldn't suggest nerfing Alchemy in the way of consuming Stamina charges when consuming potions. My point was that I think Alchemy should receive a different profession buff and that all professions should be able to consume potions and flasks without using Stamina during battle. If you believe that to be the case, then that is one thing. I haven't had extensive use with other classes past Encounter 40+ due to this Potion/Stamina issue. It could be that I should give other classes a further go and craft more profession specific items. I quite like the idea of giving Alchemists the profession specific buff of receiving more healing and buffs from Potions and Flasks. However, that is a separate discussion to the one at hand here. It may be useful to consider the idea of a general increase in Potion Slots for each belt available in the current game..? This sounds exciting. I am very much looking forward to playing each of the other classes as they come out Essentially, I broached this topic because I found it difficult to complete certain particularly hard encounters, even on a character with the Alchemy profession and 3 Health Potions. Consequently, I thought - if an Alchemist is struggling to defeat this encounter, with the ability to heal via Potions and retain their Stamina, other professions must really struggle due to the consumption of Stamina to heal to survive the next enemy turn. Let me know what you think, bud! Syn
I do like your idea Syn! But the way its set up currently is that each proffesion is fairly even and to finish the game you would struggle with just one proffesion. So to make it slightly easier you can level up a few other characters with different proffesions and combine them on one. I have one of each class atm with the best weapons and armor as an Alchemist so its basically as good as you can make it. I think its a really fun way to prolong the game and make sure people try other classes/proffesions. The stuff you can make from all the proffessions later in the game eg level 22+ is really cool!