No, I wouldn't think so. If you have slot 1 with good stats, only one member of your team can benefit from those good stat boosts at a time.
Hey guys, Quick question. Do you guys I should change the game rules to make units block line of sight the same way that obstacles do? It would be more realistic but would make using missile units harder. Also, it may be confusing to a user. Thoughts?
True, but some stats are more important to certain classes than others. If a support character has lots of attacks it could make sense to trade slots with a damage dealer who has more AP regen
That's a big mechanics change. It could introduce interesting tactics though. On confusion, it depends on how you present it in the game. Maybe you can use the same shield icon. X-com has this with one of the mechs can become a cover that can also move; it is pretty interesting. On that note, I don't think you should put it into the game before you test it in a different environment and get actual feedback rather than mere thoughts.
A weird thing happened. I've reloaded a battle and two of my characters suddenly died (Werebear and doom knight). So I reloaded a second time, and now my werebear died but my Doom knight lives. On third reload, blood shaman and werebear died but doom knight lives. Bug?
That sometimes occurs when the enemy has used some kind of ability that applies health damage at the start of the turn. So your characters may have all been affected and since damage applied is random, when you load the save, you dont get the same damage each turn. As such, some might die one time and some others might die another time. That's my guess. Any chance you can still check if thats the case?
I think I might try it in the upcoming scifi variant called Strike Team. I'll see how it goes and will leave it out of this series for now. A lot of missile attacks in Demon's Rise are parabollic as compared to more straight line shots in Strike Team so it may not suit this game anyway.
On a related note, I just realized that line of sight isn't working properly in the release version. Walls and long lines of hard cover obstacles are not blocking line of sight to units behind them. Not sure how this happened but I fixed it in the 1.1 patch.
Unfortunately, I've finished the battle. It was a quick battle and the enemies were all humans. It was one of those battles in which you need to survive for 12 rounds. In the second reload, the doom knight's was alive and his health is almost full. As I said, in the first reload the knight died so could it be that there's a spell that have 40+ damage (the knight's full hp was 49) the knight in the second reload? The enemies were human crossbowmans, mercenaries, and there were no mages. I am not sure how to replicate that fight and I reckon what happened was a rare anomaly.
Who was it again who completed Stage 10 in 8 turns? Cannot find the post anymore, thread moves too fast How did you do that? With my team, the Dwarven Cleric (I think it is) always one-shots one of my heroes with his Lightning spell on turn 4. And I couldn't find a way yet to get to him before he casts it that does not kill at least one of my heroes next turn due to overexposure, with 3 ranged attackers and 2 teleporting melees in my group. Tried 4 times, no dice so far. My folks are level 4, the Bear is level 5. I think with a bit more grinding I should be able to do it, but I can't recall that you mentioned grinding before you completed Stage 10.
Something does feel wrong about that scenario. Let me know if you run into it again and if you do, try to take note of as many details as possible so I can try to reproduce it.
Will do. I played a lot of quick battles and I'll definitely reach encounter that level again; I'll keep a lookout for the possible bug.
I was level 5 or 6. I moved towards the demon king and then allowed the enemies to come around the building as I picked them off. They came out at a decent pace and I allowed my werebear to soak up damage while the others picked off single units.
Since Morkarn doesn't need to survive level 10, I actually lured as many of the dwarfs towards him as possible and then ran for the other side of the board. He can't move so he's stuck there fighting the dwarves and their griffon. Despite being on his last legs, he ties them up for a long time. That allowed me to focus on the humans and I was able to narrowly beat them. I then used the cottage to try and hide from as many dwarfs as I could while picking off a few here or there. But that was just surviving the onslaught ... not dominating it like Yerti1 did.
While Apple are reviewing the 1.1 patch, I'm working on the 1.2 patch. It will (at a minimum) feature: - 2 new character classes (Vampire Knight and Blade Dancer) - Improvements to the store - group items by one of three quality / price tiers. - add voices of the shop keeper when actions are performed (sale completed, insufficient funds, etc.) I'm also working on memory optimization to reduce the rate of crashes on 1 GB devices. I have made one major change that I hope has a big impact but I haven't tested it yet. Lastly, I'm working on a big change that will allow player characters to move multiple times in a turn provided they don't move more than the maximum hex distance of their movement range. This will hopefully allow you to move a character to a position, do some ability and then move them again somewhere else to attack or get out of the way. I think it'll be a huge improvement, just hope it works well. I've also got a small list of minor tweaks and improvements that I'll add. If you have ideas, please throw them at me.
Ah, thanks. I'll try again when everyone is level 5, see if I fare better. Killing them all isn't the problem I think. E.g. I can focus-kill the Griffin in one turn, with room to spare. I was mostly annoyed that the cursed Dwarf is so damn good at one-shotting my folks Also, with at least one char down on turn 4, I'm not sure if I can kill them all in the remaining 4 turns till 8. I rushed forward instead of waiting, which of course exposes me to more enemy attacks: facing off against a small Dwarven army all at once is no walk in the park. First try, I followed your strategy, but the it was turn 3 for first enemy contact; and I calculated that I won't be able to kill them all in 4-5 turns. Oh, and for me it's a matter of personal pride to keep Morkarn alive @Wavelight: That would make for a good optional objective with a nice reward attached to it. The patchnotes for 1.1.2 sound good as always. Especially the movement change will be a huge change to how the game flows, I expect. And I'm on the fence about it: the current way of not being able to move more than once makes for a tougher tactical challenge. But the new option is way more convenient for sure.