Made another bonus level for the 1.6 update. In your patrols, your party may be unlucky enough to meet Haelgar, Champion of the Dark Gods. A serious bad ass ... just need to create some special abilities for him. He should be a tough fight by himself for even a high-level party of 6 heroes. Screen Shot 2015-11-18 at 9.20.08 PM by Rajpreet Dhillon, on Flickr So I think all changes and new features are done for the 1.6 patch. I'm just going through a play through and fixing any minor things I come across in each level. I went back and added the new totems through the earlier levels so the new tactical options they open up will be part of the existing quest. That should make any new play throughs much more interesting. Also, all the divine favours are done so that element of the game is now in place and seems to be working well. Hopefully will submit the 1.6 patch to Apple by middle of next week.
I'm using the half giant, centaur, samurai, elf archer, ranger and shadow elf witch. I'm not an expert at turn based so that party will probably have no balance at all.
I think you've got a decent team: - Half Giant for front line or second line combat (since he has a reach of 2). Can soak up loads of damage, hit stuff really hard and has some later abilities that buff nearby units with extra attacks and such. - 2 hybrid ranged / fighters in the Samurai and Centaur. Both can fight well in the front lines but can also shoot at enemies as they move forward. The Samurai's later abilities allow him to slow down enemies with his ice magic and the Centaur's has some powerful buffs that boost attacks and melee power. So a solid melee line that can also shoot as they advance to the enemy ... nothing wrong so far. - The elf archer is a great missile unit and her later abilities allow her to do a lot of area effect damage. She'll also be able to summon a wolf as another fast melee unit. - The Ranger is very flexible. Primarily an archer, she can also attack reasonably well in melee (if she has to) and has some very good healing and buffing spells. She can also summon a Tree Giant with her later abilities so your party could have both the Half Giant and Tree Giant in the battle. So some very good dedicated shooting to support your party. Also you have some healing abilities with the Ranger. Finally, the Elf Witch has some good damage spells and can debut her enemies. Debuting enemies is something your party lacks so her inclusion is actually very good. She can also summon a skeleton champion once she levels up a bit so you have another strong melee unit you can throw into the mix. She also has one good buff spell that gives extra attacks at the expense of suffering damage each turn. Use that on the Half Giant as he can take the pain with his high hit points and will really benefit from getting the 3 extra melee attacks each turn. So I would say you've got a rock solid team. Good job.
@WaveLight: debut enemies? Like this, you mean https://en.wikipedia.org/wiki/Debutante ? So laughing right now, put something like that in as a joke skill / unit, pretty please with sugar on top? Even if it's not in DR but in a later game.
Hey guys ... just wanted to get some feedback. Currently the game isn't selling too well any more ... around 3 to 10 units a day. Not a huge problem because we all have day jobs. However, I'm thinking for our next game, we will stick to the premium model but have DLC be paid in-app purchases. So the extra levels and characters would be part of a DLC for a further $1.99 or $2.99 or something. I'm not going to change anything for Demon's Rise ... for this game, all future expansions will be free. However, I'm just thinking for the next game. Let me know your thoughts. I want to find a way that we can continue to make these games and have them be self sustainable at the very least.
Whoops ... that was supposed to be debuff (as in curse / hex). Just noticed the mac autocorrect changes debuff to debut. Will keep that skill in mind for the next game.
Would make for a very interesting and unique Demoness/Succubus I bet, leading the hordes in a 19th century ballgown complete with parasol I suspect their debut ball involves the graceful slaughter of hapless adventurers, delicious souls as canapees (the snack, not the couch), sipping blood from crystal glasses, etc. You could expand that into a whole dungeon stage...
That would be a great theme but I'm only able to use character models from existing creators and can't really pay for custom characters. Therefore, I'd have to find appropriate looking character models. A succubus theme would be great though for a level or quest. As an aside, I have finished the work to fully integrate the new animation controller (Mechanim) into the core code. I have animated the Witch Doctor I showed earlier with it and it is fantastic. Much better than the current animation system that I use for other characters. It allows for blending of animations and really smooth transitions from one animation to another. It will be a lot of work to go back and change all the existing characters to this new system so it won't happen any time soon but I will eventually upgrade them as well. Going forward, all new characters and characters for any new games will use this system.
For solid games that I really enjoy, I have no problem paying for content updates. Of course people shouldn't be expected to pay for bug fixes, but if you're adding new classes and levels (much like what was done with Warhammer Quest) I think it's perfectly reasonable to sell them in IAP packs. This seems like a very reasonable way to provide lasting support. I don't see how it's sustainable for anyone to expect a developer to keep adding more and more to a game for free when most sales tend to happen near the initial release.
Cool .. thanks for your feedback. Just to re-iterate, all future DLC's and updates to Demon's Rise will be free. We said so at launch so will stick to that. We won't be doing a Zodiac / Orcanon Odyssey style bait and switch. We're just thinking of the next game release.
One more change I'm working on for the next patch that I forgot to mention. I'm going through all levels and making it so that standing in the shadows gives a 15% bonus to your dodge chance. Basically, being in the deep shadows makes you harder to hit. Good for all those skulking assassin types.
Sorry for the belated reply. Mostly on very large maps, often in the very first volley, typically I send out my high wizard and zap the lot of them with the Eldritch implosion, sometimes the walking cannon with a shock blast or m elf Archer with the Phoenix arrow. The mass effect attacks seem to elicit the majority of crashes. Too much in terms of calculations? I have the settings basically turn off on everything. I also turn off pretty much all the other running apps on the iphone. High wizard L17 Walking cannon L17 Archer L17 Knight L20 Elven Paladin L16 Samurai 18 Typically on the smaller maps, where opponents are more packed in, my High wizard for 1-3 mass attacks will kill pretty much everything all by himself. On mostly any level/map, if I don't do anything at all for 5-15 rounds and no one can ever hit me! I play at highest difficulty. There are a number of additional glitches, notably with the Archer. Min damage on range attacks is fixed at 99, not withstanding any worn kit. Max default damage (w/o arrow modifier) is 30 BTW. A number of the better arrows register nothing while other do, e.g., Legendary Necro Arrow L48 gives + Attack-range, +25 damage-max missile and +14 crit chance missile but when opted shows no added max missile damage.Ditto Legendary Arrows of Deramoth L45, +1- attak range and +23 damagemax missile does not register (Default again is 30). All whilst the Legendary Orcish Arrows L50 with +9damagemin missile, +24damagemax missile and +15crit chance missile adds but 9 additional max damage to 39. She's also wearing an Epic ring of Phoenix L48 which has +5 on damage min missile (no effect on the default 99) and +14 damage max missile which modifies from 24 to 30. She has a Legendary Master Crafted Bow L46, +3 AP, +13 max missile ad +40 critchance, of all that crit odds does jump from 79 to 100, and Ap from 109 to 112 but max missile damage has no effect. Something perhaps I'm not accounting for or is it a bug? The range on arrows actually modifies the default, but not the damage. Also, can you possibly clarify why some of the characters can significantly exceed hit odds above 100 with kit whilst others cannot?
Thanks for the info ... your characters are much higher level than anything I've ever done so it may be that you just have characters that are too powerful for the current game. Regarding the crashes on those effects, I'll build the same party and go through a play through and see if I can re-produce it. What device are you running on again?
I'll have a look at the effects of arrows. I know I updated them recently but can't remember if that was in 1.5 or just in my development box for 1.6. Can you remind where you see the minimum damage of 99 again? Is it in the character's stat sheet during a battle, or in the inventory stat sheet or in the shop screens stat sheet? There was a bug like that in the inventory and shop stat sheet that I fixed recently.
Actually the bars are two to three hexes apart, and depending on the camera angle they are either in front or behind the character. They are now of no use at all actually. It is more of a problem than I first thought as when I turn the bars off I also lose the shield icon showing how much cover I have. I have basically lost one whole aspect of the tactical gameplay. As such unfortunately I can no longer play the game. # While I realise it is probably not a bug that is high on your list of priorities due to not many people having an iPad Pro, it may well become a problem if you decide to port the game to pc or Mac. I am guessing that the problem is resolution related and there are loads of different monitor resolutions out there.
Can you send me a screenshot? Might help me try and modify it to make it work. I will probably have to borrow an iPad pro from someone and do some testing on it to figure it out. When I set the resolution of my game development tool to the same resolution as the iPad Pro, everything still seems fine. So I have to figure out a way to reproduce it and then I can try and adjust the settings accordingly.
Actually, I might have figured out the issue ... there was a setting in my GUI for those life bars that depends on the maximum height resolution only being 1583 pixels. The iPad Pro is 2048 so that might be why it was skewing them. I won't know for sure though until I get a device. Do you have a test flight account? If so, I can send you an early build of version 1.6 with this fix and you can then tell me if that fix works or not? You'll also get a sneak preview of all the great stuff in version 1.6.
Yes I have a test flight account. # I tried to send you an email from here at toucharcade but there was no provision to add an attachment. So I tried adding a pic in this post but it would not let me select anything?? If you need a pic could you send me your email details and I will send the pics that way.