Is it possible to have the footstep sound effects be in unison with the walking animation? There appears to be only one sound effect (running) and, for instance, when you have a slow moving Ogre it just sounds wrong. Also when a character stops they keep their walking animation going for another second.
Seems like there are still some navigation issues with the new system on of the castle maps. I'm uploading another patch that hopefully fixes this issue.
There are actually two sounds ... a walking sound and a running sound that play depending on how fast the character is moving. I can (and eventually will) tweak the sounds to better suit the size of the walker / runner but haven't got that done yet. Regarding the run animations, I do need to tweak it but it takes time because I have to do it per character.
I'm going to give the new character a try. I couldn't use its spells yet, currently it reminds me of Demon's Rise 1 centaur with its fighting style, which is cool. However a dead guard body is giving me woes again. It was killed by my bear counter attack. After that, another guard moved around his dead body and the body started spinning. A few moves later, I bring my orc and when it gets next to the body, to flickered and stopped spinning... Leaving my orc stuck, with a walking animation but unable to move anymore :sad: I'm trying to upload screenshots now (the Wi-Fi isn't always great in hostels).
Mmm I noticed the body was still flickering a bit, like it was stuck inside the fence. So I sped up the game (the body began moving at +2 speed). Now my orc has arrived on its hex, and the body just spins and wiggles without seeming to find any rest. I'll upload some fine shots later!
Pushing an update today that fixes more navigation bugs and adds a new character, the Death Knight: Death Knight by Rajpreet Dhillon, on Flickr He's similar to the Undead Champion from Demon's Rise 1 in that he's fearless and has a high intimidation. He's a bit more magically inclined and has spells that focus on both hurting an enemy and corroding their armour. So his abilities will often reduce a target's armour stat permanently for the battle. Should be a good melee / mage hybrid and his fear abilities combined with a teleport / regen should be interesting. He can also summon a powerful undead ally in battle.
Android I absolutely love your games. Do you know when these updates will be added to android ? The DR and STH ones. I really wanna try the death knight and the UI updates to strike team. Thanks
Should be really soon. I just want to make sure they are reasonably stable on iOS first. It takes a lot of time to switch my development platform from iOS to Android. As such, I don't want to release a buggy version on iOS and then switch to Android because (a) the same bugs will be on Anroid and (b) I won't be able to submit a fix for those bugs quickly to iOS. Assuming this update that I submit today doesn't have any issues, then the Android versions should be out next week.
Ok not sure if it just me but my characters now are able to move indefinitely. Pretty sure this wasn't the case before the update ie I can move a character to the furthest point it allows. Click on the character again and I can move again. basically with any character I can move to any point on the map within a single turn.
Yep, I just realized that as well. I have fixed it on my end and will upload a fix today. Sorry about that.
Fix is with Apple. I also fixed the bug where sometimes characters would walk around a corner in a very wide arc.
Seen it! But I'm under the impression that something changed... Sometimes I move a unit a few hex away, thinking I can move it elsewhere since it has some distance left but I can't move it a second time. Is it just me, I forgot how this game worked? Or is it the reverse bug from the last time, instead of infinite movement we sometimes get reduced movement?
Yes, looks like you're right. You can still move multiple times in a move, but every time you do, you lose 1 tile of movement. So for example, if you have 5 movement range and decided to move 3 tiles and then attack. When you go to finish your remaining moves, you'll only have 1 tile left of movement rather than 2. Sorry about that. I'll put in the list of things to fix. It's not a huge issue so I won't rush out a fix for now. I'll collect any other tweaks and maybe release when I add the next character.
Ok, so this is why it felt kinda random ! It doesn't seem easy to do regression testing in games. I work as an IT engineer but not in the gaming industry, though I enjoyed reading stuff from Riot Engineering about how they did it for League of Legends, and all the work it required !