Hey guys ... let's calm things down a bit. I think you guys are both right ... I am basically just taking feedback and implementing what I think I can do and what I think makes sense. Implementing everything would be silly and as would ignoring feedback entirely. I'm hoping I'm reaching a happy medium. On another note, I started adding some voice clips to events like when a character is selected (1 in 6 times only) and when a character scores a critical hit and so on. It's really cool actually ... I'm liking it a lot.
I can tell you are not a developer. Listen to any podcast done by well-know game designers and the desigen by committee thing is often mentioned, and not as a positive thing. But Yeah. Listening to what players want is important if the developer can determine what is a good request/idea and what is a not so good one. sometimes it is just a personal preference on the part of one user that adds nothing to the game. This should be ignored. Can you imagine a game in which the developer tried to put everyone's suggestions into it. one player wants A added but wants B deleted. Another player wants To keep B and wants A added. A third player wants neither A nor B. This could drive any developer who tried to please eveyone insane. And would possibly make the game worse.
Well then. I have more confidence now in how this game will evolve. Glad to hear it. It is YOUR game and not designed by every interested player in this thread. That makes me want to buy it.
Thanks ... appreciate it. Quick update, the greater use of audio / voice files has been done for the player characters. So they now talk a bit more and will give verbal cues when: - Enemies arrive in the battle - They score a critical hit - They are selected (only occasionally and only once per turn to prevent it getting annoying) - When the player's faction wins a battle - When they first enter a new level Going to add a bit more to the missile / mage units so there is more variety of sounds played when they make a missile attack. May also add some sounds of frustration or something if they miss an attack. Just testing it out but overall, this, the other sounds I added and the bug fixes I made on audio is making the audio in the game a lot more immersive and interesting.
Made a whole bunch of balance tweaks to reduce the effectiveness of going shooting heavy: - Removed extra attack traits from missile weapons and mage staffs and replaced with other stat bonuses. - Reduced the number of attacks that are provided by buff abilities so it will be harder to buff missile users with loads of attacks via abilities. - Reduced critical chance of missile attacks significantly so it should be rare for a ranged attack to cause a critical. Only exception to this are gunpowder weapons (gnome and walking cannon), which have instead got a slightly reduced accuracy. - Removed the ability for Rangers and Gnomes to equip melee weapons so that they can no longer get extra attacks from melee weapons. instead, I will create special item types for them (arrows and gun powder), which will give other boosts to missile attacks but not extra attacks. I'm going to create some new enemies that have very high damage resistance but low critical immunity. This should mean they will be very hard for a missile heavy group to fight as the missile attacks will do very little damage and are unlikely to cause a critical. However, melee attacks that have a higher critical chance will cut through the high damage resistance when they inflict a critical. These enemies will be heavily armoured types, which were historically able to resist arrows so it makes sense in some ways.
Sorry if this has been answered before but the TA review mentions different difficulty settings, where do I change the setting?
No probs ... it's in the Options menu. In the main menu where you see "New Game" and "Load Game", there is also an "Options" button. Once you click the Options button, you have to select the "Gameplay" tab in the options screen. You will see a slider that says "Game Difficulty". You can adjust to be either easy, medium or hard. How are you finding the game? Too easy or too hard?
Haha I must've been blind, I didn't even see the tab, thanks! For the most part I find the game challenging without being frustrating, which is good. A few missions I could just breeze through and a couple were really hard. Problem is the mission I am playing right now is impossible. I have no chance of beating it with my current setup and level, thats why I was asking about the setting.
That's cool ... thanks for letting me know. Just as an FYI, it's sort of intended that you will run into levels that you won't be able to beat until you level up your characters. So that's why the patrol levels exist. They allow you to play various random battles and find more loot and level up your party members. Then you can revisit any quest levels and hopefully beat them. Also, many of the patrol levels are some of the most fun so if you are not doing a patrol, you're missing out.
This game seems impossible. Can't beat second level. Enemies hit my team almost every time...me, nope...rarely I got an enemy....usually I miss about 95% of my attacks. I'm baffled. Even when it says like 80% chance, I still never hit any enemies and they kill my whole team.
@8BitFlash: Can you post - your team: which chars, their levels. Maybe you just need to do a patrol stage or two for a level increase. - which tactic(s) you use for the stage (e.g. "rush forward with melee tanks", "hang back and snipe from range") - do you use the chars' skills? Those are incredibly important. Just attacking won't get you far. If the lots of misses are not perception bias, but real: Odd. If I remember right, Wavelight already fixed a bug with the displayed tohit chances. I know it's a lot of work, but maybe you can write down and post all shown tohit chances and if the attack actually hit for that stage.
I personally don't find the game too tough but I can see your point. The way it is currently is that enemies have a higher to hit chance than the starting player characters. This isn't really logical so I'm planning to increase the hit chance of melee player characters to match that of the enemies but leave missile attacks at a lower base hit. I think that will also help to improve the balance between missile units and melee units ... which at the moment is heavily skewed in favour of missile units.
Hey guys .... I think version 1.3 was finally released / approved by Apple. Here's the change log: Enhancement: Added option for a dynamic camera that follows the active unit during both player and enemy turns. This can be enabled in the options menu. Enhancement: Improved touch controls for camera zoom and rotate. Enhancement: Added parry / dodge animations that play when a unit dodges a melee attack. Enhancement: Pressing the active units portrait in the bottom left of the HUD now switches to the next player unit that has not moved or attacked. Enhancement: Added sounds for button clicks in the battle levels. Enhancement: Added a flashing warning message when over-writing an existing save game. Enhancement: Allow players to view inventory during battle. However, players can only equip or unequip items once all enemies have been defeated. Enhancement: Inventory screen is now 15% bigger on iPad screens. Bug Fix: Using the Illusionist mind control or Mage Hunter's Madness skills will no longer stop the Leave Area button from appearing when all enemies have been defeated. Bug Fix: The Tree Giant's Tree Fist skill will no longer cause the game to crash. Bug Fix: Fixed the issue where player units would sometimes not respond to touch input at the start of a level. Bug Fix: Players can no longer steal from the shop by holding a vendor item and leaving and re-entering the shop. Balance: Reduced the number of magic items that grant extra attacks so that characters do not get an excessive number of attacks. I'm working on uploading v1.4. However, I might have to wait a little bit as I upgraded my game engine yesterday and I need to test that upgrading the core game engine didn't break anything.
Hey guys ... for some reason, submitting a new version removes all the previous reviews from being visible. Therefore, if you guys could do me a huge favour and leave a review for this version, that would be really great.
Yay update! After playing Demons Rise for quite a bit now I have to say this has to be my favorite iOS "indie" game in recent memory and my favorite squad tactical game after XCOM and Warhammer Quest. WAY better than the travesty that was the hugely disappointing Deathwatch with all its greedy BS IAP card packs.
Thanks! That means a lot to me (had a rough day at work so happy to read something positive at the end of it). I'm looking forward to making it better. Version 1.4 will have lots of small UI improvements and major improvements in audio. Will probably try to sneak in some more game balance improvements too. Oh and it'll feature a brand new character ... the Halfling.
Would be curious to know how you guys like the new camera controls as well as the dynamic camera option. I think the camera touch controls are good enough now. I've stripped out micro movements so things should be much smoother.