Or you can imagine a capability that tie the ogre's damages to something like hp regeneration or critical odd boost.
That's a cool idea ... could definitely have abilities that passively boost either of those stats along with whatever effect they have on the enemy / target. Just a quick heads up ... version 1.5 patch is sitting with Apple. It adds a new character (High Wizard), has some minor bug fixes and has a lot of memory optimizations so the random crashes that occurred in v1.4 should be gone. Version 1.5 will have the Ogre and the new set of levels. After that, I think I'll have to put further updates to Demon's Rise on the back burner as I will be starting the new game. It will be a sci-fi variant using the same game engine and will feature humans and allied alien races fighting against demons and undead in the ruins of a giant space ship. Do still intend to release 2 further content updates for Demon's Rise but they will be released some time down the road.
I'm actually kind of glad you are now going to concentrate more on your new game and have a rest from patching for a while. I have been holding off playing a lot simply because I wanted to play a more finished version, so I have only been playing one mission now and then. Once Apple releases the 1.5 patch I expect Demons Rise will be my number one time soaker.#
Cool ... look forward to hearing what you think of it. In terms of game balance and overall game rules, I think the game is pretty complete. The only thing I'm still struggling with is the one bug where sometimes the game doesn't respond to player input at the start of a level. That bug drives me crazy but other than that, I think the game is in good shape. For the next game, I'm planning to work on the following major changes: - A deployment phase so you can choose where your characters start the level. - Movement and attacks based on action points so that a character could attack more often if they don't move or move more if they choose not to attack. - An overall "commander" ability that the player can invoke to affect all friendly or enemy units. Kind of like special abilities that the player themselves can invoke with a different type of points that they accumulate from level to level. - Possibly a counter attack or overwatch ability that allows units to fight back in enemy turns. - An autosave at the end of each turn.
Sorry if I am rude (I can praise the game all day too it's really terrific when it works). I've been a lurker on the forum and this thread for a while. I appreciate developers working with users. I develop myself and know how much time is taken on requirements and such. That said, I have lost almost all interest in this game, it just keeps crashing on me. Is this going to be addressed in a patch? I play on the Iphone 6, 6 plus and Air 2.
Yep, the random crashes will be addressed in the next patch, which is waiting on Apple's review. They typically take 2 weeks to approve a patch, I"m afraid.
Oh thanks for the quick reply! I'll be looking forward to it. Another question... perhaps I don't see the option, or perhaps it's a game mechanics decision, but is there a way to change out one or more characters in an existing game? I chose one of the default teams and would like to eventually grind a bit and build up new characters, but retain most of the team. Is there an option for that? Also some other things I noticed: Aside from the important camera comments others have made, I find it's often pretty difficult to buy/sell equipment. Perhaps I'm a bit fat-fingered, but the equipment selection is far too "sticky". It's difficult to select and, more so, difficult to let go! Related to that is lack of damage rating for weapons. That would be a very important factor to consider quickly, beyond the buffs. Currently weapon comparisons are a bit too time consuming and sort of clumsy to do. I think addressing this would make the buy/sell process a lot more pleasurable. BTW, huge kudos for having so many items in the store! Another aspect that's just slightly problematic is defaulting a view or location of one character and then in trying to situate at start of round accidentally have that character unintentionally move. It's really very easy to accidentally move a character at the beginning, in attempting to scan or pan the area. I guess both of these issues are more pronounced on smaller devices- it would be nice to have a more exacting mechanism in the store and a better default start, perhaps a birds eye view with no opportunity to select and move accidentally with one move.
No, there's no option to change your starting roster of characters. Instead, there are several levels that allow you to use other character classes for that particular level. This allows you to experiment briefly with other characters and also try some new interactions / character combinations. It's still primarily an RPG so that's why I didn't want to switch the 6 main characters during a campaign. i believe the camera controls are pretty good now. I can't think of any way to improve them beyond this point. If you find the touch controls too finicky still you can adjust their sensitivity in the options menu or enable the on-screen camera control buttons and just use those to zoom and rotate the camera. I'll look into what can be done to make that screen easier to use. It's tough because I have to come up with a solution that works for both large iPad screens and small iPhone screens. It's usable but not perfect at the moment. The code base doesn't really allow for no character to be selected. It would be ideal to start the game with no character selected so that players could safely look around the map. I'll see what can be done here ... however, I'm reluctant to change the core code too heavily as it would then likely result in more bugs and I really want to get the core code as stable as possible.
On a positive note, I think I might have finally found the root cause of the bug that happens randomly at the start of a level where characters don't respond to player input. I removed some code and that seems to have stopped it from occurring. I'm now trying to re-write that section of the code to accomplish what I want without causing that error to occur. Will keep you guys posted.
Another bug I think Hello WaveLightGames Another serious bug I think, not sure you found it already. Not sure it was a coincidence but I created a new team used another slot to save game. Went back to the original default team (level 11+ characters) and they seem to be empty slots (no character names), when I load it, a strange thing appears... empty hexes where characters should be and no monsters etc... controls either. Really disappointing since I invested so much time building up the team. Just on the point of small items and how to balance the UX between phones and tablets... I completely understand. My general issue is that sometimes items would just disappear. And I wonder if I accidentally selected them and then exited the store and they would be scrubbed? Thats the most important issue. The lesser issue is to have an easier way to compare items. Some systems like Hunters from Rodeo list a -/+ and green/red notifier whether the item selected is better or worse, and by how much, than the item carried. Just an idea... I deleted the game for the time being, waiting for the patch.
That's really peculiar ... I haven't run into anything like that. Are you sure that you didn't select the old save slot when you created the new team? If so, then can you tell me which slots were involved? For example, was it in the first row and 3rd column? Yep ... I think if you selected one of your items so it was part of the cursor and not in your item slots or backpack slots and then exited the shop, it would cause that item to be lost. That's a definite bug ... I'll look into how to fix that. I think I should make it so you can't exit if you have an item clicked / attached to the cursor. Thanks for pointing that out .... shouldn't be too hard a fix. It won't be in the next patch but should be in 1.6.
Looked into the inventory bug. To lose your item, you would have to select the item so it's now part of your cursor and then click the Finalize Sale Button to save your inventory without the item equipped and then exit the level. That should be easy to fix ... I'll just have a message that says "Put items back in the slot before finalizing any sale" and have it only save the inventory if there is no item picked up by the user at that time.
Was able to fix the inventory loss bug ... so now it won't save your equipment load out if you have an item selected on your cursor. This fix will be in patch 1.6 after the next update (1.5).
Regarding the lost group, the original game was save on top left slot while the new group was adjacent to it on the right. I'm pretty positive that I did not overwrite the original group save with the new one. Thanks for the reply. Happy to help re: store bug.
Hey guys, Just a quick heads up that the next version is sitting in Apple's review queue. I pulled the earlier one I submitted as I fixed another major bug so wanted all the bug fixes to be in the same release. The big bug where characters would stop responding to player input at the start of the turn or after certain abilities has been fixed! Here's the full change log for the coming 1.5 patch. Hopefully Apple will release it soon. Working now on the 1.6 update which will include new levels, a new character, loads of new magic items and a better tutorial. 1.5 Change Log: ENHANCEMENT: New Character Added - The High Wizard is a versatile and powerful spell caster with a wide range of magical spells. ENHANCEMENT: New magic items added to collect and equip. ENHANCEMENT: Reduced download size by removing un-used texture files. BALANCE: Dwarf Dragon Hunter second skill heal effect has been reduced. BALANCE: Improved potency of magical arrows and gun powder equipment. BUG FIX: Fixed bug where characters would sometimes not respond to player input / touches at the start of a new level. BUG FIX: Fixed bug where sometimes the "Leave Area" button would not appear at the end of a level if certain mind control abilities were used. BUG FIX: Optimized memory usage so game should no longer crash during battle levels. BUG FIX: Added missing ability text to Halfling Agile Strike skill. BUG FIX: Fixed incorrect voice clip used for Storm Seer when entering a dungeon level. BUG FIX: Modified lighting in all scenes to remove cases where characters would be illuminated more than their surroundings.
Hey guys, It's been a while since I posted any progress shots. I've finished the last level of the expansion quest. Here are some pictures .. it's a big battle between dwarves and undead. Features both the Dwarf King as a controllable character as well as the Undead Dragon. The Undead Dragon is an insanely powerful creature so the player gets to use quite a few Dwarf allies (including the new Ogre Mercenary) to help take it down. Screen Shot 2015-10-06 at 2.27.24 PM by Rajpreet Dhillon, on Flickr Screen Shot 2015-10-06 at 2.27.50 PM by Rajpreet Dhillon, on Flickr
Hey gents and ladies, Looking for some advice on a gameplay element I'd like to add. I'm thinking of having the lights and shadow areas have an effect on melee / morale / hit chance / etc. So if a character was standing in one of the shadow areas, it might be harder to hit with attacks. If it's standing next to a lantern or torch, it might be illuminated and thus easier to hit. I'd like to have some benefit from standing in lighted areas so that it isn't just about standing and shooting from the shadows. However, I honestly can't think of any benefit of standing next to a torch / lantern in a battle. You make yourself easier to hit but you can't really see any better. Perhaps make standing near a light source give a bonus to action point recovery? Perhaps it's easier to cast spells or perform special skills if you can see what you're doing? Otherwise, I'm adding new types of tiles in the new levels that do stuff like increase AP regeneration, Hit point regeneration, attack chance, dodge chance, etc. It should add a new tactical element to the game.
Just a quick preview of one of the new patrol levels I've made for the next major patch. This is an encounter where the player fights some scary undead in a strange room filled with an unnatural dark fog. The fog prevents warriors from seeing clearly so hit chance is reduced by 15% and attack range is reduced by 3 for missile attacks. Also, if the player doesn't fight his way through the level quickly ... some powerful undead will arrive as re-inforcements in later turns. Screen Shot 2015-10-07 at 10.21.03 AM by Rajpreet Dhillon, on Flickr
On a bit of a roll with building new levels. Here's a new patrol where the players fight a mix of Demons and Ratmen in a chamber where there are 4 magical circles. Standing on these circles give the character a bonus ... yellow circles boost attack range and hit chance and red circles boost critical chance and attack damage. Therefore, occupying these 4 positions will be a key tactical consideration in this battle. I also rather like the demonic statue growing out of the stone. Let me know what you think. This level will be in the 1.6 update. Price will go up with the 1.6 update as an FYI. Screen Shot 2015-10-07 at 12.29.59 PM by Rajpreet Dhillon, on Flickr
Done new tutorials which will be in patch 1.6. I've added 4 for now that each focus on a particular element of gameplay. Replace the earlier tutorial which was super busy and confusing ... exactly the opposite of what you want in a tutorial level. Hopefully this will be much easier for new players to learn from. Screen Shot 2015-10-08 at 1.10.48 PM by Rajpreet Dhillon, on Flickr Screen Shot 2015-10-08 at 1.08.49 PM by Rajpreet Dhillon, on Flickr Screen Shot 2015-10-08 at 1.21.27 PM by Rajpreet Dhillon, on Flickr I think this approach is a lot simpler and allows the player to learn one or two major game play elements at a time.