I like how this system works I just had no idea! Obviously your call but I don't mind because I like to do a lot of main kills from my demon knight
Agreed. It was exactly what I was trying to do in tutorial and was befuddled. Really glad to see multi move added.
Feedback on the defend the weresquid sorcerer quick battle: 1. The snakemen and weresquid's skills don't work. The animation is there but there is no damage nor enemies switching sides. There is also no indicator that the skills failed. 2. The trees obscures the hexes thus it is difficult to order units to move to those hexes; I need to scroll around before I find a position in which my touch registers on the hex.
Yeah, this is a known issue. Trying to figure out why target enemy abilities don't harm enemies when performed by allies or inits that you mind control. I'll figure it out and fix it. Not sure if I can do much about it bu I'll take a look.
And finally was able to replicate the Crash and No AP reload. I was in level 8 of the campaign. 1. My flame demon (void walker summoned) had enough AP to throw a fire ball. 2. He used the fire ball towards three dwarves shield breakers. 3. The game crashed. 4. I reloaded the game and the battle reverted to the start of the same round which I experienced the crash. 5. The flame demon cannot throw a fire ball now because the AP is exactly zero.
Apple seem to be under a review / approval backlog. They have been really quick lately but the 1.1 update is still waiting for review. I'll try to get the Cataphract character done today and post some previews.
Hey Dev, i have a silly request. Any plans to re-do Volcrate model? He's so ugly looking i can't stand to play him. Sorry I just irks me to death. In the First game, i didn't play the canon character, because i didnt like how he looks. Sorry to be so picky
Yeah, I'm planning to take a look at him. The 3D artist I partner who made that model is in the process of re-doing some of his characters and he may refine that one. I may simply have over optimized him. So I'll take a look and see if I can just increase the polygon count slightly and make him look better that way. It's on my to do list.
I've finished the first draft of the Cataphract character with her skills and stats. She's a hybrid swordsman / archer that leans more heavily on the swordsman side. Not many of her skills focus on archery. She is a Cataphract, which is the norther equivalent of a knight and so has been raised from birth to lead and wage war. Cataphracts use bows as a means of hurting enemies from afar and luring them into weak positions but they are primarily melee fighters. She wears good quality armour and has a curved long sword. Her sword is enchanted with the ability to take an enemy's soul when it cuts them. Therefore, she has an ability to drain her enemy's stats on a successful hit. She can also release these trapped souls as a powerful missile attack. She's an expert duelist and several of her abilities focus on cutting down / weakening a single, powerful enemy and she has some ability to lead others. She's not focussed on killing large numbers of enemies and therefore doesn't have any area effect damage abilities and she has a low amount of initial hit points for a fighter. Here's the summary of her abilities: 1 - Kick that hurts an enemy and causes them to lose a counter attack and be unable to cast spells for 2 turns. 2 - Buff that allows her to gain +2 attacks (shooting or melee) but at a cost of -10% hit chance on all attacks. 3 - Sword strike that both hurts enemy and permanently reduces their critical chance and AP regeneration rate. 4 - Rally / War Shout that buffs herself and all friendly units within 3 tiles with +1 attack, +1 counter attack and +10% hit chance for 2 turns. 5 - Charge skill that gives her a lot of buffs for one turn (+50% hit chance, +3 movement, +50% dodge chance, +50% critical chance, +3 attacks) but prevents her from using her bow while the ability is active. 6 - Damage spell where she unleases the souls in her sword to harm and harass an enemy warrior. 1 use only spell that causes life damage to an enemy and stuns them for 2 turns and prevents them using abilities for the remainder of the battle. cataphract wip 3 by Rajpreet Dhillon, on Flickr new GUI preview by Rajpreet Dhillon, on Flickr In this picture, you can also see a small enhancement I made to the UI. I've added the target enemy's life / max life to the enemy stat button. This way, you can tell how many hit points are left on a target without having to click the enemy stat button.
Version 1.1 patch is in review finally. Let's hope it gets approved quickly and is made available. I started further work on the 1.2 patch that includes the new movement rules and new characters (Vampire Knight and Blade Dancer). Here are both new characters in the select screen: Vampire Knight Select Screen 2 by Rajpreet Dhillon, on Flickr Blade Dancer Select Screen by Rajpreet Dhillon, on Flickr Need to finalize their voice clips and their back stories but otherwise they are ready for testing.
1.1 patch is out! - New Content: Feral Ogre player character class added. A large, tough fighter with several brutal combat skills. - New Content: Tenaclid Overmind player character class added. A powerful wizard with mind controlling powers. - New Content: New character model for Demon Knight that has greater detail and bronze armour. - Enhancement: Fast Forward button added to UI that allows you to adjust between 3 game speeds at any time, both during the player and AI turn. This replaces the Fast Forward button that appeared during AI turns. - Enhancement: Tactical view and Pause Menu buttons are now visible during AI turns. - Enhancement: Improved the Were Bear's "get hit" animations to appear smoother. - Enhancement: Improved touch controls on iPads by making two finger zoom and rotate less sensitive on default setting. Game Balance: Shadow Ghoul attack range increased by 1. Game Balance: Void Walker Mutation ability changed to affect all friendly units within a 3 tile radius. Game Balance: Characters that are stunned can no longer perform counter attacks during the enemy turn. Bug Fix: Fixed a crash bug that occurs when Tutorial buttons are pressed at the end of a tutorial level. Bug Fix: Fixed a non-responsive bug that sometimes occurs when Void Walker's mutation ability is used. Bug Fix: Fixed a bug where potential enemy targets for the Shadow Ghoul's attacks would not be highlighted correctly. Bug Fix: Walls and hard cover obstacles now block line of sight correctly. Bug Fix: Corrected some incorrectly spelled in story / skill descriptions.
Hey guys, I got feedback that it's easy to accidentally clixk the end turn button. Do you guys think I should have the end turn button bring up a confirm or cancel button instead? That would make ending turns a 2 click operation but would make accidental end turn clicks unlikely.
Why don't you put it in the options. I can see some liking it to be two clicks and some one. Thanks for looking into the re-doing the birdman. Keep up the fantastic work.