Issue's been fixed for both levels. There may be similar issues on some other levels so later this week, I'll check through all of them and make sure the others are good too. Let me know if you see anything odd. Thanks again,
In your opinion, should I increase difficulty or is it an enjoyable level of challenge? Have you tried playing on hard?
Difficulty Cannot recommend any changes. Having played countless turn based games I am used to how to play them, there are going to be people new to this genre who will find the game a lot more difficult, if they pick a pure melee team they will struggle on some of the sheets. As long as there is different difficulty levels people can choose how easy or hard they want the game to be. Glad that you are finding the bugs quickly, one of the things I look for when buying a game is how often there are bug fixes and updates. The Settlers HD has not had an update since Nov 2010, it still has the same bugs that the pc version has, I bought it on release, I would not buy it now with no history of bug fixes or updates.
I'm finding it a little too easy even on Hard, but I love tactical turn based games like this and play a ton of 'em. I figured out the best stats to upgrade and gamed the shop to get the best gear, so my characters are pretty beefy which doesn't help, I'm sure. It's a great little game!
Enjoying It .......... This is an excellent and enjoyable Game. Filled with atmospheric and beautiful music,stylish detailed graphics.All in all,a very satisfying game.
Thanks guys ... I'll leave the current levels as they are. However, I will amp up the difficulty a few notches for the new levels that I had. Hopefully, I'll be able to show off some more previews of those levels soon once I get this bug fix out to Apple. Just a quick update regarding the next patch, I'm uploading it to Apple right now and will request a speedy review. It took me a bit of time as I had to undo all of the changes I had made for the on-screen camera controls. They were working most of the time but then would cause some random null reference exception. Unfortunately, Unity has a weird process where to build a 64 bit iOS game, it converts to C++ from C# and it sometimes gets really confused and strips out essential code. I think I was running into a situation like that as I was getting random errors on the device but not on my game engine. To make matters worse, because Unity converts the code to another language ... it's almost impossible to really debug it. So I just scrapped all the changes I made for the on-screen camera. I will take a different approach with it and see if that works instead. I did make the normal zoom speed slower though so that should be much less sensitive and easier to use. I'll summarize all the other changes made in this update tomorrow. Good night!
Patch has been submitted ... currently in Apple's queue. Here's the change log: - Bug Fix: Fixed issue in Final level of Day 3 quest where player's stats and inventory would not load properly. - Bug Fix: Fixed patrol levels where enemies near doorways would not attack and could not be attacked. - Enhancement: Added a 25th playable character class, the Dwarf Dragon Hunter - Enhancement: Replaced explosive scroll collectables with action point regenerating scrolls instead. - Enhancement: Reduced sensitivity of pinch to zoom and 2 finger rotate camera controls on default settings. - Enhancement: Added a "Return to Camp" button at the end of each battle so players can return to the camp rather than play the next quest level. - Enhancement: Increased starting health of all playable characters by 4 to lower difficulty in early game. - Enhancement: Increased starting gold of a new party to 3000 from 300 to allow purchases at the store earlier. Okay, I'm going to work on more new content and also take another stab at the on-screen camera zoom / rotate controls next.
Patch looks promising! Can't wait to try out the new class. Btw, you were right regarding the green outline for useable items. I just play on a 5s and these tired eyes just barely made it out lol A few questions: Are the item levels on weapons relevant for damage output or are they just for stat distribution (ie are weapons essentially stat sticks)? Is there a way to open the inventory directly from the main camp? I've mainly been hopping in and out of the store to check and equip. And just a note - after playing the assassin, every other melee character feels so slow lol LOVE that teleport spell of hers!
Level? Which is hardest or most fun one? I loved the one where u attack enemy camp...I s about to die in that but then some dwarf came...cool stuff...
My suggestions are: 1) rethink the camera altogether. 2) a button to switch to the next character w/ available movement or attack points 3) IN-BATTLE SAVE!! 4) camera option to auto-pan to attacking enemy. Nice game. With some work, it could be great.
Thanks for the feedback. Have you tried adjusting the camera controls sensitivity in the options menu? I will try to add touch screen controls as an option but I don't think I can redesign it completely. Just too much risk of adding new bugs and also what some may like, others may not. Will try to add this in a later update. Looked into this during the development and beta testing and found it would require a complete re-write of the save process. It's really complicated because the amount of information for each save file jumps up exponentially. You have to save the contents of every tile, stats of every enemy unit, buffs / spell effects of every unit on the map, direction that each unit is facing and a whole slew of other things. I agree it would be a nice to have but after looking into it for some time, it just proved to be too difficult given the complexity of the game. This should be possible. I will look into this and see if it can be done and then let it be a configurable option like the other controls in the options screen. Thanks!
So far, I'm digging the following combo: - Paladin for all-round melee fighter - Skeleton Champion for fear / intimidation impact and good fighting ability. - Ranger for mix of archery and healing magic. - Walking Canon for a mix of ranged damage and toughness. It's much harder to kill than other missile units and wizards. - Mage Hunter as a good second-rank fighter. He has a good range with his halberd and can attack enemies 2 tiles away. He can also keep pumping out action point draining abilities on enemy wizards and heroes. This makes a big difference in later levels where you face a lot of wizards and heroes that use action points. - Storm Seer as a mix of healing and ranged damage. Her level 1 Divine Winds is great because it both heals almost everyone on the map and increases their courage. For those of you that don't know, any healing raises courage and any damage reduces courage. It's lacking in a real tank character like the Half Giant or Earth Golem so it can't take a whole load of punishment. It's also lacking in debuts and doesn't have any really fast units like the Centaur or teleporting assassins. However, the Skeleton Champion gets a teleport spell once he levels up and it works really well with his high intimidation factor. That's what I'm currently running with. What are some other dream teams out there? If you have a particularly effective setup ... what makes it so good?
I'm not a coder, but any old emulator that runs console ROMS seemed to be able to snap a freeze-state "snapshot", at any time in a game, and recall it with a click. Is this so tough? A moble TBS that can't save in battle has committed a grievous sin.
There might be a way but beyond my understanding. There's probably some way to serialize the save data and read from a serialized file but I couldn't find an easy solution in Unity when I tried tackling it before. I'd like to focus on adding new content and making small tweaks to existing features rather than re-write a major component of the game. I'll look at it again when (or most likely if) I'm able to work on my next game.
No to harp on it, but anyone who plays drawn-out TBS battles on a mobile device realizes the absolute necessity of an in-game save. In fact, it's almost a game-breaker. Create a poll. Ask gamers what they'd prefer to see first addressed: A few new enemy types, a few new maps, etc... Or the ability to quit out when they wish, and resume when they wish. You can focus on those things after this. Believe me. Outside of addressing major bugs, it should be priority #1. OK. I'll now drop it.
@icepulse: An emulator savestate is a lot easier to do. Basically, it takes a snapshot of the whole system "as is", complete with RAM contents and whatnot. @Wavelight: gosh, why didn't I think of this earlier? Just remembered I know a dev who might be able to help you out, or at least point you in the right direction. Will write to him right away, and also ask how difficult it was to implement.
Cool .... I'll take another look if I can. The save game functionality in Unity is super basic. It's basically just a 1MB data file that can store floats, ints and string. You'd have to do some pretty intense stuff to use it to save various map details. 1MB might also not be enough to store a saved map in progress for all 20 save game slots. If I can do it, I will but I just don't like to promise something that I don't personally know how to do. Also, the code is so complex that I have to be really careful to change something at this stage as it can haver really unexpected repercussions that can be hard to debug. The above reason is actually one of the reasons I divided up the game into 5 - 15 minute battles rather than have one giant map. The idea is that this is a mobile game so you hop in, play for a bit and hop out and get on with your day. Also, it has huge benefits from a performance perspective too if the mobile device only has to render one fighting section at at time and store it in memory.
If you are curious - shameless plug - the dev is Mangobile, and his games are the Kingturn series: http://forums.toucharcade.com/showthread.php?t=185008 The graphics are a lot simpler than Demon's Rise. But his games have an in-stage autosave, and also have a huge amount of things to keep track of.