Appreciated, but I am patient and I like to wait for the full experience. I'll be a quick purchaser when it releases though.
Good name, but, Isn't that the 3rd book in the Enders game series by Orson Scott Card? Might just be similar.
Dang it ... There was me thinking xenocide wasn't taken. Oh well, maybe demon hunters will make enough that I can pay a marketing department to come up with names for future games.
Xenocide sounds just too good to pass it up. You'd definitely want to check that with a competent copyright lawyer (read:expensive ), if you decide to use the name. There is a specialised gaming lawyer posting on Gamasutra regularly, Zachary Strebeck: http://www.strebecklaw.com/ . If he can't help you out directly, maybe he can point you to someone, if you feel like coughing up the money.
He's still level 0, so I cannot really comment yet. Will see how useful his skills are when he is higher level. Not sure if more damage will help with that. If I can almost never use it, because I cannot fire it off without hitting my own guys, the effective damage is still near zero. Actually, the lower damage is better in this case, because you don't fry your own unit that easily. If I take collateral damage of, say, 10 of my 50hp, that's much less of a problem than 25 of 50.
Well the Pyromancer's fireball is a lot more versatile. I'm thinking of switching out his sigil spell (which is a trap spell that basically hurts anyone that ends their turn on a particular tile) to a flame wall spell. The flame wall would shoot out in a straight line like the storm seer's tornado.
The Stonepriest has a Trap spell, too. Very situational, because most times it's hard to predict where exactly the enemy ends up. But surrounding your tank with traps for enemies to step on is fun and works Need to play more stages to see how often I actually use it. With both the Priest and Pyro in the group, planting 2 traps per round offers more options. Flamewall: Maybe complicated, but casting an actual flame wall would be interesting. E.g. a straight 5 field line that gets set on fire; anyone passing through it takes damage and burns for a round or two afterwards. And the Illusionist's Doppleganger spell now worked in the regular dungeon. Need to doublecheck if it only had a hiccup on the Patrol stage.
I think I forgot to fix the bug where the explosion from the geyser spell keeps looping. Not sure if that was the stone priest trap spell or the Gnome one.
I noticed that for the Stonepriest, so that's a "yes, bug is still there" for him. Anyone playing a Gnome and can check for his trap?
Question about summoned creatures: Do those get stronger when your heroes rise in level? For example, my Shadowwitch can summon the Skeleton now. It comes with enough AP to use its first two skills, but has the full complement. When the Witch is higher level, does the Skeleton get stronger (higher level, more HP/AP, etc.) ? Also, I noticed in Day 1 Stage 3 that on enemy turn 1 the above summoned skeleton showed with a red ring, indicating an enemy unit. On my turn 1, and on both my and enemy turn 2, it showed correctly with a green ring. Not sure if that was a one-time glitch only, will let you know if it happens again or not. By the way: With a party of squishies, the Summons (Skeleton, Decoy) make for excellent damage sinks Helps a lot with keeping my folks alive when half of the enemy shoots at the Decoy.
Saved Games screen Sorry I've been really busy with all kinds of stuff. For some reason, I just opened the game up and checked to see if it saved a previous game. Of course it did not. But now I'm looking at the Saved Games slots screen... all the slots are empty, but there is no link or option to go back to the main menu. So it is stuck on the Saved Games screen.
I suspect the back button has gotten pushed off the screen on the load menu with some updates I did. I'm guessing you're playing on an iPad, right?
No ... they are what they are. Of course, as the summoner increases in levels, she can summon more of them. So a powerful witch could summon a whole lot of skeleton champions when she needs them. Yeah, I think there is something a little off about the unit indicator colour on the skeleton champion. Not sure what it is but it doesn't seem to be a huge problem. I'll take a look and see if I can figure it out. Yeah ... the funny thing is that the Gnome is actually the best summoner in the game. He can summon both a level 1 walking cannon and a level 1 steel golem.
Actually, I take that back ... the Illusionist can summon the Shadow Horror which is really powerful and which also got a lot more powerful with the new morale system.
Thanks for the feedback. The morale system is complex and takes into account the following: - If an friend within line of sight is killed, the unit loses courage. - If an enemy within line of sight is killed, the unit gains courage. - If the unit is hurt, it loses courage. - If friends arrive in the battle, units gain courage. - If enemies arrive in the battle, units lose courage. Having low courage doesn't have a negative effect until you start the turn face-to-face with an enemy. In that circumstance, the system calculates the morale test using the unit's courage value and factors in courage from adjacent friends and intimidation from adjacent enemies to see if the unit passes the morale test or not. Therefore, in your example, the fact that the Ratkin saw some of their friend die probably meant they lowered their courage value and then when they started the turn in combat with the elemental, they failed their morale test. I'll definitely put this all into a good tutorial as it is pretty complex.