Hey guys .... working on some new content. Will be adding a tonne of new magic items tonight. After that, I'll work on new content levels ... going to work on finishing the quest levels for the undead expansion first and then will add patrol levels. Many of those will be in the new dwarven mine environment.
A great improvement. Thanks! I can get the camera to work really good now with a bit of tweeking with the sliders. The only minor problem I notice is a graphical stutter when panning. I suspect that could be a limitation with the games engine. It's not a biggie but it is noticable. You just dont get a nice smooth flow. I have an iPad Air.
I have a question regarding treasures. A lot of rewards don't have any magical property. Should I sell them right away for cash or should I keep them because I will need them later on? Is there any secret bonus if I give a non-magical object (specific to a class) to a character with the same class? Thanks for your feedback.
Those items don't have any use except as something to sell. Some of them are worth almost nothing and some are worth a lot (gold bars, etc.).
That's good. I'll take a look at the panning ... is it better if you disable some graphics features? Might just be down to performance.
Yep turning off all the bells and whistles in the graphics does make the panning a lot smoother. I tried to see if I could isolate the main cause but they all seem to effect the panning slightly, and together make it noticable. It would be a lot easier to find the main culprit if the graphic options could be changed mid game, rather than exiting all those menus.
The item that's most graphically intensive is the dynamic shadows and then the bloom effect. The other effects don't have that much performance impact. I would leave dynamic shadows and bloom off if you want better FPS and battery life.
Hi Could you describe how cover is calculated ? Is the field split in two by the line that goes through the cover marker and if so, what about if you stand in the intersection of a half cover and full cover half plane?
Sure thing. There are two types of cover ... full cover and half cover. Full cover gives 50% dodge chance bonus and half cover gives 25% dodge chance bonus. Cover is directional so every tile provides either full, half or no cover bonus from attacks coming from each of the 6 directions of a hex tile. At the moment shooting attacks also receive +30% critical chance bonus if attacking a unit with no cover from that direction of attack. This is another reason why shooting attacks are too powerful in the game and need to be toned down. I will remove this part entirely in the new version as I don't really want shooting effects to cause a lot of criticals. Does that clarify? I didn't really understand your question about standing at the intersection of a half cover and full cover plane.
Sorry I was not very clear. Let's say you have half cover front left and full cover front right, then there are a lot of tiles that are not directly in one of these two directions, how much cover do they get? For example the tile that is directly in front of you behind the front left and front right cover tiles, does it get full or half cover? What about if you have only full cover front left and no cover front right, do you get cover from tiles directly in front of you? For XCom there was a website that explained the cover rules using half planes, that is why I used this terminology, never mind it.
It's a bit tricky to explain in words actually. Basically, from every tile ... there is direction zone that goes out in the direction of one of hex faces and the type of cover provided by attacks depends on which directional zone the attacker is in. It's obviously not just a straight line from each face but instead also encompasses the intermediary hex's that are in between those straight line paths. Tricky thing to explain but basically if you have the "Unit Stats" button displayed that shows the life bars and such ... it also shows the current cover level of all targets from your attack position (if you have an attack available within range). I would suggest trying out a few positions in the levels to get a feel for what position gives cover and what doesn't. Probably would give you better insight than me trying to explain with just words. In other news, I pulled the previous patch submission (1.4) because I realized it had some issues. I want to do some further testing on iOS 9 and will do that today. So will submit 1.4 today and ask Apple for a rush approval ... may not get it but we'll see. Otherwise, the new expansion pack has 5 of the 7 quest levels done. The new character that will come with this expansion (High Wizard) is done as well. Once the last 2 quest levels are done, I'll add 8 or so patrol levels and get that ready for submission. The game is currently sitting with a single 1 star review for patch 1.3 which is just killing sales. If anyone could please submit a review for version 1.3, that would really great.
Added some new items types: - Throwing Daggers for the Halfling character. - Arrows for all archers (Centaur, Elf Archer, Ranger) - Gun Powder for Gnome and Walking Cannon - Cannon Barrel upgrade for Walking Cannon These new item types should allow these characters to have more potent missile attacks that should offset the reduction they got from not getting so many extra attacks from other item types. I also tweaked the code to allow for greater than 100% base hit chance. That way a unit could have 130% hit chance and then when faced with a creature with dodge chance of 50%, would hit on a 80% rather than 50% like they would under the old rules that capped hit chance at 100%.
version 1.4 has been submitted and I asked for an expedited review from Apple. A new character (Halfling), lots of enhancements and some critical bug fixes.
Brilliant work on the 1.3 and .14 patch (that just hit the App Store)! My two ranged character seems to have lost all their weapons after 1.4, though (a bow, in the case of the Archer, and a bow and melee weapon in the case of the Ranger). Any idea what might have caused it, and if there is anything to do about it? Reviews are country-specific. What respective countries are you referring to?
My ranger also lost his magical sword after 1.4 upgrade. Now he can't equip anymore with a melee weapon (nor my Centaur) that makes him a full time archer.
I live in Australia. I cant be held responsible for lack of reviews in other countries if that is the case. EDIT: Are you saying that a game that is released internationally can only have reviews shown that are within the country that the reviewer has an account in? That has got to be one of the most retarded reviewing systems ever! Maybe that is a standard understanding of people who play mobile games, but from someone like myself who has gone from pc gaming to mobile gaming I simply cannot understand why such a restrictive review system is in place.
Yeah, I'm sorry .. that's because I had to change the equipment slots to include the new item types (magic arrows, gun powder, etc.). That should be the last time that happens. Going forward, I'll just be adding new items of the existing item types and won't be changing any of the equipment slots of existing characters.
Pretty sure that's a "YES". But of course, even a 15 minute search did not reveal any official statements by Apple on the subject. No idea how that works for the Star ratings: if those are accumulated across all country Appstores, or only show per country as well. Again, as expected I didn't find anything official from Apple on the subject. That definitely is a "YES" My bet: languages. Not everyone writes in English. And I guess that a lot of people won't bother to copy/paste a review in Klingon or reverse-Kisuaheli into Google Translate. Sidenote: This separation is why I never write reviews and almost never give ratings: The Netherlands are a pretty small country, so it's not worth the effort for me because noone else outside the Dutch Appstore sees them.