camera zooming on air 2 is still bad. the new cintrols for camera movement are better, but why not add option for manual zoom/tilt. A game like this needs smooth decent camera touch controls for moving and zooming. Most other games get it right. The game is fantastic, and getting the camera controls right would make it perfect. keep up good work
Hurray! Update!! Wow, the graphics and shadows are TOTALLY AWESOME. The zoom and rotate buttons work PERFECTLY on IPad Air. Thanks Wavelight, will start playing the game properly now.
Thanks guys ... going to submit patch v1.3 later tonight now that v1.2 is out. v1.3 adds the following: - dynamic / moving camera as an option - some more bug fixes - adds the ability to select the next character by pressing the character portrait button in the hud - "fight back / parry" animations are now played when a melee attack misses. - a big flashing warning to users when are deleting an old save with a new party to prevent accidental deletions of old save games. - balance adjustment to reduce the number of extra attacks from magic items. There's probably other stuff too ... I don't honestly don't remember it all. I just need to double check a few things with some recent changes to make sure they don't have issues. Once done ... I'll submit that patch as well.
Not sure if this has been noted yet, but I found a bug to get any item from the shop for free. Probably not the best temptation to have around. Spoiler Select an item from the shop but do not put it in your inventory, leave it hovering. Then exit the shop completely. When you reenter the store click on an open inventory slot and the item will be given to you for free.
Agree. While the button controls for rotate and angle are a good improvement, the tilt control and zooming using two fingers is still not quite right. The camera control still needs some more refinement. I think the problem is that there appears to be no buffer working with the camera. So every tiny slight miss-movement of your fingers causes the camera to go crazy. If you have a copy of Warhammer:Arcane Magic you might understand more clearly. The camera in that game just feels a whole lot better. Hope that is of some help. Your game still rocks anyways.
Yes, I think you're right. I have made a major improvement to the camera where I added a filter to remove very small movements in the fingers from 2 finger rotate and 2 finger pinch. I'm not sure if this was put in v1.2 or will come in v1.3. From what you describe, I think it must be coming in v1.3. Unfortunately, I didn't keep a good change log so I'm not sure where some of the improvements were included. Quick question to anyone using the Illusionist ... can someone confirm whether the Mind Control bug has been removed in v1.2? I don't remember if it was v1.2 or v1.3 that I fixed it in.
Thanks for the feedback. Most of the general improvements have been made .. it's just that the update approval process is really slow from Apple's side. There is one more update that will be sent today that addresses a lot of the user feedback thus far. Mid-Battle Saves: This is a very complex issue. Having given it some thought, I think it can be done but it is extremely complex and will require a lot of testing. I'm very hesitant to push this out quickly because it has the risk of corrupting / altering people's saved games. So I'm going to work on it but it will be done after all other content updates are made. It will likely take me a month or so of coding and testing on my end and I don't want to hold up updates for content and other improvements for this one change ... especially as it such a major code change that it may add a lot of bugs. I'm still not sure if it's really feasible for this game and it may be best just to work on it and have it ready for the next major game release once it's really properly tested. Balance Issues - These will be addressed as I get more player feedback. If players tend to gravitate to certain characters or if I get feedback that certain characters or abilities are underpowered, I will make adjustments. These kinds of changes / adjustments will be done as I get feedback so it's not something that I need to wait on before adding more levels or content. I am making balance changes once they've been discussed adequately on the forum. For example, v1.3 includes a change to restrict the number of items that give extra attacks. This was discussed on the forum and a general consensus was reached. Bugs - most of these have been fixed in the v1.3 patch but I'll keep fixing them as they are reported. I have prioritized bug fixing over new content so far. It's just that Apple's review process takes time. Uneven Difficulty Curve - This is not something in Shaurn's review and I believe it's really just mentioned from beta testers who have not yet played the production version. Feedback from players that have gone through the release version have said that difficulty shouldn't be adjusted. Perhaps I need to make Easy the default setting or perhaps make it more obvious that there are different difficulty settings in the options, I'm not sure. I'm not sure this is really an issue but if the feedback is that the game's difficulty spikes at a certain level or does feel wrong, I'll make updates ... but I think at the moment, it's a mixed message from people discussing the beta rather than the final release version. Hope that clarifies the strategy. Several players have already finished the core game so I really do want to add more levels to satisfy them as well. Gotta keep everyone happy.
Ok more stuff to bug you with Wavelight!! This is certainly turning into a very nice TBS RPG. The graphics are really lovely, good spells and animations etc etc. here's some more suggestions after playing a bit- - clicks when you select hex, end turn etc. This will bring the game more into line with others and add another layer of polish. - footfall sounds for enemy and friendly units (someone else has also requested this I think). - better and louder sounds for spells and weapons - especially the more spectacular ones (eg whirlwind spell). This is pretty low priority. -I think someone else has mentioned this- it would be nice to have actual dungeons to investigate rather than just a single room each time. Either planned or random. At the moment the game feels a bit linear. - the music loop in battle, for me, is a bit OTT. Something slightly more ethereal would go with the graphics better, maybe with the louder stuff as things get more tense. Again, low priority. - more use of action cam, maybe even an option to have it all the time (XCOM). These are really suggestions to just add more layers of polish - the game is really nice and has a good Diablo-y atmosphere. I'll leave you in peace again for a bit now!!
Thanks for the feedback. Please keep it coming ... don't be shy. Easy fixes - I'll add them. Yep ... will add. I used to have them but I found them annoying myself. Going to try to find better foot step sounds and will then add them. I'll put an option to enable / disable footstep sounds so players can just turn them off if they don't like them. I'll make adjustments. Let me know which ones you think should be tweaked and I'll put them in list of sounds to revisit. It may be that some of them may be set to a lower value, pitch or priority. The coming content update will add quest levels that have options of "go left" or "go right" or do A or do B. That will then determine which level is played next. That should deal with the linear feel of the current quest and add some more replay value. I'll add some softer and more sinister music for the new levels. I can make the action camera option a slider that determines frequency rather than just an on / off toggle. Should be an easy fix.
This. Haven't even played the game yet but so impressed with the effort. Will probably check it out after the next patch.
Uhm just wanna report back that the unresponsive heroes bug is back. It happens almost every time right after I use an AOE skill.
I haven't gotten very far but I love it. Can definitively have more polish - camera control is just not perfect, I don't want to have to think about the can I want to play! And I would take mid level save over more content any time... Thanks for your effort great game!
I've heard that there is loot that's similar to Diablo - is it randomized with modifiers? Can anyone share what type of loot they've found? That always goes a long way to keeping my interest in a game . Thanks!
The bug fix for the unresponsiveness of characters at the start of a new level is in v1.3 However, that doesn't sound like what you're describing. Can you explain exactly what happens when you do an AOE spell? Can you provide details on which character and ability? I need as much info as possible.
Yes, similar to diablo in the sense that you have around 200 base items. Then there are two types of modifiers (quality and item level) that amplify the actual stats that the base item provides. Thus you can have literally hundreds of thousands of possible items. For example, the base item might be "Ring of Power" that gives an increase to Action Point regeneration and Maximum Action Points total. Then you might find a level 5 Broken Ring of Power that might give +1 Action Point regeneration and +2 max action point total. Later you might find a level 50 Epic Ring of Power that gives +25 action point regeneration and +35 max action point total. I'll gradually keep adding more base items so hopefully we'll end up with around 300 or 400 base items by the end of it. That'll mean a huge amount of possible magic items to find and equip.