Yep, sorry again. I had to do it because I wanted to have the ranger be able to use the new magic arrows and secondly, the ranger and centaur being able to equip melee weapons that gave extra shooting attacks made them better archers than the Elf archer, who can't take a melee weapon. The real issue is that I should have separated out the number of attacks for melee and missiles separately but that was a poor design choice early on and changing it through out the code would be way too tough at this point. The Centaur is still a pretty decent fighter though because his melee attacks are respectable and he has several melee attack abilities. The Ranger is an okay fighter but that's not really her focus ... she's more of a archer / nature mage combo by design.
It still contributes to the overall star rating ... so a review would be greatly appreciated. (hint, hint).
Any thoughts on the new character or the new pre-built team options? Anyone doing a new play through with the Halfling?
Not yet. Spent a fair amount of time last night cleaning out my teams inventory of misc equipment that had built up while the shopkeeper was on vacation So, archers get a max of one shot now? Saw several arrows with interesting descriptions but only one seemed to affect the stats. Increased the hit chance by like 1% or something. I was in and out of the shop a dozen times or more. Almost everybody's inventory was full. Guessing I just didn't see the upgraded arrows?
I think I might have made a mistake in setting the maximum item level of magic arrows be 25 instead of something higher like 50. Will fix that in the next patch so there should be more powerful magic arrows available then. Right now, they probably won't do that much unless you find a level 25 and epic or legendary arrows. Update: Fixed it in my version. Will have better arrows and gun powder upgrades in the next patch.
Any thoughts on the new voices that play now when doing characters, selecting characters, when enemies arrive, etc?
I am impressed. I like the pre selected teams and the voices and sounds a lot - thanks for that! A few items could be a lot larger though, like the inventory screen and the health bars and cover icons in the game, but that is a minor issue (at least on the iPad Air, on iPad mini it would be too small for me I guess). Thanks again, great game!
The voices are very nice and the game looks more balanced (certainly because I can't steal anymore in the shops...). I really like the backgrounds and the pre-configured teams. It will help newbies to kickstart. Would be great if the story will adapt itself with the chosen company. Regarding the halfling, I didn't test it yet but I like his first skill. I can imagine letting a single ratman alive while the halfling is cashing all the money.
Another feedback, the game kicked me out 3 times today. It stopped and I was back to iOS desktop. It never happened before. I have a 5s.
That's a bit odd. Can you describe how exactly? At the start of a battle level ... in the middle of the combat or in some menu? Right now, the underlying game engine (Unity 5.2) is going through a whole bunch of changes so there might be some issues there. Otherwise, itt might be memory related, in which case, I am making some optimizations to reduce the game's memory footprint for the next patch. That might help, I suppose ... but hard to say.
Next up on the list of to do's will be (in no particular order): - A much better tutorial (0% done) - More levels for the next story chapter (30% done) - Memory / Graphics optimizations (40% done) - New character (High Wizard) ... (100% done) - More magic items (40% done) The above will be in patch 1.5 unless some really critical bug is identified. Not that I'll be able to do much about it as I'm pretty sure I've burned through all my allowed expedited reviews already with Apple. Probably will increase the price by $1 once patch 1.5 hits since it will new levels / enemies / etc. Started thinking about some new character to work on but am struggling for ideas of an original concept that isn't covered already. I was thinking of doing an Ogre Mercenary. Some kind of big fighter with loads of hit points. However, not sure what would separate him from the Half Giant or Minotaur to be honest. Othewise, could go with either a pirate or a ninja ... being serious here, I actually have character models I can use for both character types.
It was in the middle of a large fight (round 2 or 3). I was zooming in and the game crashed. Certainly an out of memory error as I had several apps running on my iphone.
Game has crashed three times in row on the day 4 quest with the large demon and dwarf in a cage. No other apps open except for the economist. Don't like to shut that down as I'm getting old and have a hard time remembering which article I was on.
Can confirm that the game crash randomly a lot more than usual in version 1.4. Every update fix some bugs but then introduce new ones, I like the game and all but really these crashes are annoying.
That's unfortunate. I think the reason in this case was because I upgraded the underlying game engine to Unity 5.2.0, which apparently is pretty buggy. They release weekly updates on their end so hopefully they can get that straightened out in time for the next patch. I haven't changed any code that would result in game crashes to my knowledge.
Actually I think it was a stupid mistake on my end now that I look at it. I accidentally left some of new characters from the upcoming expansion in a file that gets loaded into the background and that would be taking up quite a bit more RAM during gameplay. I normally clean out this file before a build but with all the checking for iOS 9, I forget about it. Sorry about that ... it'll be fixed in the next update. I don't think Apple will approve any more expedited reviews so I'm afraid this one will have to wait. I'll push out a patch today with just this fix but it'll likely take Apple 10 days or so to approve it.
I was thinking of an ice wizard as a counterpoint to the Pyromancer. I have loads of ice spells that I could use and ice magic has the interesting game mechanic of slowing down / stunning enemies. The Samurai does a bit of this already though as he is a mix of Ice wizard and melee fighter and the new High Wizard has a mix of spells, one of which is a "Cone of Cold" ice spell. I think I'll keep the ice wizard idea for a separate game so there isn't so much overlap with existing characters in this roster. The cool thing about a Pirate is that he or she would be armed with a pistol and a sword. I don't have pistol / sword fighters at the moment so that would be pretty cool. The ninja would be a stealth character, obviously, and could have a single melee weapon and a blowpipe. Might be a bit of an overlap with the Dark Elf Assassin ... though the Assassin also has a kind of berserker, melee-focus to her once she levels up. The Ninja could be more of a stealth and missile-focussed character, I suppose.