Added the new character class for the next update: Screen Shot 2015-08-20 at 11.07.21 AM by Rajpreet Dhillon, on Flickr Behold the mighty Dragon Hunter ... a borderline insane dwarf warrior that makes a living killing things much bigger than himself. A melee fighter that is utterly fearless and focuses on offence at the expense of armour / defence. His abilities emphasize self buffs that make his already powerful attacks much more powerful. He's also reasonably quick for a dwarf as he's not weighed down by armour and has a couple of charge / mighty leap abilities. He'll be in the next free update. After that, we plan to release an update that includes a new wizard. Will reveal more about that guy later. After that ... we will probably poll the community for what kind of new character class they want added.
Another note on customization of heroes: the real character meat of this game for me comes not from levelling and tweaking heroes (a process I otherwise enjoy, much like the rest of the world , and feel almost every tactical RPG should contain). Instead, the real depth of character of the characters come from the differences between each hero (six active abilities each, and big differences in the stats that influence each aspect of combat), the sheer number of heroes (24), hero selection (you pick five out of 24 each time you start a new game, and run with these five throughout the campaign), and the resulting *huge* number of combos and synergies. If you truly want to explore the breadth of Demon's Rise's combat mechanics, you can literally replay the campaign tens, if not hundreds, of times just to explore a fraction of all possible hero combinations. This is where the game, in spite of an otherwise narrow focus, leaves XCOM, and most other TBS titles, behind. Combined with the morale and cover mechanics that complicate combat, there is real, old-school (the good parts), hardcore depth and variety here.
Tip : it would be great if you could see the inventory or/and the equipped items also outside the shop or at least the effect of the items you bought when you are in the dungeon.
Fully agree with Ayjona: The best part are the synergies between chars. Playing around with the different chars and finding combinations that work well was great fun during beta. I don't have time to do LP videos or somesuch, but I did a short writeup of how I tackled a specific stage. Shameless self-plug, I know but I hope it showcases what you can do in DR. And that's just 6 of the 24 chars, and in one specific combination to boot. Light spoilers ahead, read at your own peril: http://forums.toucharcade.com/showpost.php?p=3540745&postcount=659
Thanks for the feedback. The inventory button does show up in the battle level when all enemies are killed. We originally had it available during combat but then the player could move inventory around during fights and essentially cheat the system. I think a better solution would be to have the inventory button visible during combat so players can look at inventory / equipment but not allow any changing of inventory until all hostiles are killed. So if a player tries to switch out any equipment, a message would just pop up telling them it's not allowed while enemies are around. I'll put that in the next update.
Each character starts the battle with full action points. At the start of each turn, they regenerate between 1 and their current max action point value. Some equipment increase the minimum action points recovered each turn. So a hero with a max action point pool of 30 will recover between 1 and 30 action points a turn. He might have a magic amulet that increases his minimum action point recovery by 5 so he would recover 6 to 30 action points a turn. However, at the start of each turn any units directly adjacent to an enemy unit take a morale test. If they pass, they are good and can act normally but if they fail, they lose all action points and don't recover any action points that turn. They essentially panic or go berserk and just resort to basic attacks ... they can't perform spells or special abilities.
The iPad Pro can't come early enough contrary to many users, I don't like playing on my iPhone but my iPad 3 doesn't cut it anymore for the newer titles like W40k Deathwatch or now this game.
Actually ... I think this game works fine on any iPad with 1GB of RAM or more. I play on an iPad Air 1 (I think ... I get them mixed up at times) and it runs great. Smooth and with all graphics options on.
Very much offtopic, but big yes @Alchemia. 13" tablet *drool* But with Apple's track record I bet we'll need to wait for at least 2nd generation until they get everything right / good enough. I am on an Air1, and DR played very smooth overall. The occasional delay when there it's lots of stuff to process, e.g. right at turn start, but that's about it. No stutter, graphics glitches, etc.
Help please Hello, I completed the how to play and one mission made up of a handful of mini levels. Now, when I tried a patrol mission ,things are not working right for me. I have a character selected and can see the hexes where he can move , but click as I might , he will not move to the hex I want. Another character that was selected at the beginning of the patrol had a bright red hex around an enemy, but , again, when I tried to click and attack him, my ranged ranger would not attack. What is going on here? I exited and tried another patrol mission and had the same results. I had no trouble moving and attacking when I played the first story mission.
That's unusual ... I would suggest exiting the game and loading it again. It should fix that issue. Can you send me a PM that has as much info as possible to help me debug? Your team roster and what was happening on the patrol level? It sounds like a null reference exception being thrown but it will be difficult to reproduce without the details of your party and what spells or abilities they may have been performing when you finished the previous level.
Have you looked at the stats? I had the same thing, looked at the stats and the character had a condition (from an attack) he could not move for 2 turns. Always look at the stats before you go further, you can see all the debuffs.
Hey Wavelight Congratulations on the release, i just got home and bought it, downloading now Along with a thank you for listening both to my initial- suggestions, and the suggestions of your fans and forum members, i wish you success in this and future apps To anyone else who happens to read this, Wavelight has (have?) been working on Demon's Rise since last year, facing one setback after another, all the while listening to us gamers, and trying to refine the game - and still do. Devs like this deserve to succeed.
Thanks, Ramzarules ... I appreciate. I actually meant to name the Chronomancer after you as he was your idea but I forgot to ask you. Hit me up with a PM and I'll rename in an update.
I think it's an error caused by a particular event or ability of one of the characters. I've run into it once in my testing ... used to run into a similar issue quite often but tracked down the bugs that were causing it before. I think there's still something that can trigger it though on rare occasion. I need as much info as I can to track it down. As soon as I fix it, I'll put the fix in an update.
Didn't we find a bug where something very similar to what d1vi8 gets happened when you tried to tap controls before your turn was ready? I remember that you fixed it by making the delay until controls become reponsive longer, so I don't exepct it's exactly the same issue. @D1: if you can reproduce it, try this: leave the stage (if possible), and go to another. On your turn, wait until you can move and then wait a second or two extra, just in case.