When the update is applied, it should fix that battle. Basically what happens is that when loading a save, the instruction to make the user HUD elements on the screen is not sent so they remain hidden off screen. So with this fix, it will allow you to continue where you left off. I tried loading it last night but hotel wi fi wouldn't let me. I just paid for the upgraded wifi and now it seems to be working.
Yeah, I'm trying to figure out what that is ... both games have the same code base but there seems to be something that has made the tapping on tiles sometimes not very responsive as compared to the earlier game. Are you playing on an iPad or an iPhone?
Yeah, that is a great tactic. I'm leaning towards having some kind of armour / clothing options so that characters can have perhaps an extra shoulder pad or some other armour piece that differentiates them. Possibly some extra particle like a fire effect on their weaposn that could be different colours? I've got to think it through because even small differences like that have a big impact on performance on a mobile platform, unfortunately.
It hasnt always been like that, when this first came out it was fine. It was after an update or 2 that the tile responsiveness went down somehow.
Regarding the tapping on tiles, often I notice it will not want to recognize a particular tile no matter how many times I press it, so the way to work around this is to scroll the board slightly (in any direction and then back). Then it seems to take it. It's been fun seeing characters slowly develop. The werebear has always been a good damage sponge, and his damage-everything-in-a-long-straight-line ability is nuts. The only downside is one attack, but you can push your luck and self-damage for another attack. Squid-head guy had mostly been useless with his small little attack, but occasionally there is one nasty enemy to stun, and his AOE ability is really good, although extremely risky since to hit a few guys he needs to get in close and he often gets one-shot from range. Last battle I finally got to see his turn-enemy-to-your-side ability, and was happy to see they are turned permanently for the battle. The new vampire knight is great, as her vampiric ability never misses and does a lot of damage. She and the werebear are up front. The shaman's ability to usually give everyone nearby an extra attack is great. His heal often fails, though. And finally, the huntress, who had generally not been pulling her weight, with a tiny attack and that useless dragon pet that barely does any damage, has saved the party a couple times with her AOE heal. Also finally got to see her AOE arrow storm for some good damage. Raven head guy hasn't worked out quite as good as the others yet.
The huntress earns her spot by being the game's best healer, bar none (I've also never had her run out, thought I'm not sure if it's because the game isn't counting down or I've never needed more than 3 uses), and with the aforementioned Void Walker combo that's more than enough to earn her a spot. Without that, I'd say she loses a lot of her early game punch - healing is always nice, but being able to use it offensively (to offset damaging buffs) is much stronger than hoping your crew survives enemy attacks in order to benefit from it. Might also combo well with the Orc character's damaging ability to give AP to your allies, I haven't tried it with him. She's also got the best combination of range and mobility, which is a fantastic chassis to expand upon with bonus attacks and bonus damage. I agree that the Void Dragon needs help, not in the least because I've won the game and never gotten it enough AP to reach more than it's third ability. Later, she's got excellent tools for kiting (increase party movement, damage/immobilize/de-skill enemies in a line) and focus fire (no-fail lower enemy dodge and crit resistance, really nice for tagging that 1000+ hp boss).
Love the tactical analysis. Stuck in a day meetings but will try to respnd in the evening. Just a quick heads up that the quick fix patch that fixes the UI issue is still waiting for review.
Really enjoying game, finished it at easy. Was wondering if there is a way to highlight the campaign levels done on normal, hard and expert. The problems when I go back to try a level I can't tell which ones I have already done. On first play through that wasn't an issue because it put an x through it. Also is there a max level for characters or will they keep increasing.really liked the update seemed to fix my odd crashes here and there. Thanks and keep up the great work
In addition to being usable only 3 times, the huntress's ability also says it lasts 3 turns, and I'm not sure what that means; in addition to triggering when you use it, does it also auto-trigger at the beginning of the next turn for people next to her? Or does it become a 3 turn buff on the people who got healed by it initially?
It's a buff. If you touch the portrait of a character's face after using it on them you'll see it on the list of buffs they've acquired. Since it heals instantly when you use it, I believe it's the initial hit, and then once each at the beginning of the next two turns, but I haven't actually checked that. Its maximum capacity is kinda insane - (7-12)*6 characters (could be 7 if you've got a bonus ally) * 3 instances * character level. That averages out at 171*level. Granted, you're not going to hit that often (most of it will be overheals, and a lot of your back line is either not getting hit at all or is dead already), but it should give you a sense of its relative value compared to, say, the Blood Shaman's level 1 heal (mild attack buff, average 3.5/level). Practically speaking, means that anyone who survives a turn of enemy fire is likely to begin the round back at full life for the next two turns after use.
Hey guys, Apple just released the update 1.21 which includes the bug fix. Working on the next update that will include the Snakeman character and some more UI enhancements and hopefully some other fixes and things.
Hey guys, Any thoughts on the Blade Dancer? I'm playing a new play through with her, the Vampire, Ogre and Tenaclid. Making small tweaks to the units from a balance perspective. I still think Ogre and Blade Dancer need a little boost. I'm finding it very hard to keep the Blade Dancer alive through a battle because she's just so frail. Her offense is fantastic but with attack and counter attack that she suffers, her small number of hit points invariably goes down and then often one enemy hit will be enough to take her out. She has a good team heal as her 3 or 4 ability but that doesn't help her in the early game. I'm thinking of increasing her base dodge skill. That might be enough on its own. If not, I'll enhance the defensive buff she gets from her dodge skill or possibly the passive extra attack skill she gets to add a dodge bonus to it. For the Huntress, I'm going to explore making her dragon summon ability better. I think I can now tweak the code fairly easily to have her summon a more powerful dragon as she levels up. So hopefully get that working in the next update. I may tone down her heal a little bit.
I haven't played with the Blade Dancer because she doesn't do a job I need done. Void Walkers dominate the mid and late game with their portals (one of my favorite abilities in a tactical rpg ever, it lets you print hit points if you can support it long enough) and stackable Demonic Form, and Vampire Knights similarly dominate with Vampiric Gift while being excellent at mobility and self-buffing. Werebears are exceptionally effective tanks from minute 1 who massively outdo the Blade Dancer in survivability (via range, hit points, and armor) and are highly competitive for damage. The Overmind is extremely good at locking down boss enemies so that you can focus fire on minions. The Huntress is a great healer and, as mentioned, is a fantastic base for x2 Demonic Form x1 Vampiric Gift. Blade Dancer adds... what? Not enough of a healer (35% failure is punishing), not enough DPS to compensate for fragility, not powerful enough specials with full AP. I don't know if I'd play her if all her skills said "+1 attack and +10% dodge for rest of battle." It's another "why don't you build a whole additional system" request, but I'm wondering if you could drop the first skills on all characters and instead give each one a permanent passive buff, I think that would open up a lot of design space. Blade Dancer could have a "you can't counter attack me and I get +2 movement with every melee attack" or something similar to encourage her getting in, hitting, and getting out. Werebear could trade in his self-damage ability for bonus attacks and damage in exchange for getting these bonuses when he gets hit. Vampire gets a small life drain on every successful melee attack. Huntress starts the game with her pet summoned. Etc.
Thanks for your insights. It's great to hear from a player who is probably a lot more tactical than I am. I will revisit her skills as well as her base stats. One avenue / mechanic that I planned to do for this game that I didn't is an ability that costs life but no AP and gives a boost to AP to surrounding units. Basically a blood ritual where the character can trade life for an AP buff. It might work well for her and so she could also play a role of an AP regenerator. I'll give that some thought. I'll also reduce the fail chance of her party heal and enhance some other abilities. Here's some more work on Temple of Shadows. I'm up to campaign level 8 so far. The goblins return to ambush the player party but have brought along a manticore. Temple of Shadow WIP 3 by Rajpreet Dhillon, on Flickr Manticore by Rajpreet Dhillon, on Flickr Still working on fine tuning the UI a bit more.
Blade Dancer cowered at the back initially. Once equipped with lots of damage reduction then using her first ability to give lots of extra attacks and little chance of being hit, she becomes useful. I see her role as mop-up for killing off lots of weak units such as archers / portals in one turn. The rest of the party takes on the big guys.
Wow this thread got huge, last I checked it was 2 pages . So ran into bug, not sure it's in here somewhere- the trousers (which ever kind purchased) disappear now and again. Also purchasing very high end shoulder guards some how auto convert to lower quality orkish guards fairly regularly. I was careful to save and make sure it's not me butter-fingering the session, but it seems these things happen. So far to 2 characters, Demon Knight in slot one(shoulder guards) and Blood Shaman in Slot 2 (trousers)