Quick update, I've fixed the bug where loading a mid-battle save doesn't load stat bonuses from your characters' level ups. That will be in the next patch obviously. Just working on updating all player abilities that do HP and AP damage so that they scale by level.
Anyone found any items that are +crit chance for ranged that aren't caster items? Basically can't get ranger or archer any crit chance.
Im pretty sure some of the magic arrows must boost crit chance. If not, I'll add some items that boost ranged crit chance.
The story mode quest refuses to load any quest further than the one where you save the dwarf king from the undead Giants. I've saved the dwarf King about twelve times by now because the next quest is extremely long and very crashy.
Yep, just found that bug as well. Ive fixed it on my end ... Will be in the next patch. I'll take a look at the last level with the undead dragon and modify it a bit to make it more stable.
Finished updating all the abilities that modify life or action points to vary by level. Now abilities will seem weaker at level 1, roughly the same at level 2 or 3 and more powerful at level 4+. This should make even the first or second abilities in each character's roster useful in the mid or late game. Hopefully that will open up some more tactical options at that stage. Working on some new lighting effects for the next patch and will then submit the 2.1 update to Apple which includes some enhancements (persistent corpses, better image effects, abilities that scale by level) as well as the bug fixes identified so far. If you find any other bugs, let me know and I'll fix them before submission.
Also increased the starting attack skill of all player characters by 10 so they should hit more often in the early levels.
Aha! I found the arrows with crit. It's just the Ghostbane arrows that have it. there's also spider eye necklace too. Melee have crit chance on everything; rings, gloves, boots, weapons, toothpaste etc
Have you removed footstep sounds or is it just a problem with the 4 speaker setup in the iPad Pro. I have the sound effects slider set to max.
The only change I made was to limit the sound of footsteps in relation to other SFX. I was finding them to be a bit too loud. So I have it set so that foot steps will never be that loud, regardless of how high you set the SFX slider. Are the foot step sounds not audible at all? Can you try turning off music and seeing if they are still not audible?
Okay ive found more crit items the three times I went to the vendor after posting this. That was a ninja stealth patch you did while I was typing
There are quite a lot of items ... I think the last patch almost doubled the total number. I'll still add a few more though. Doing so takes me all of 10 seconds, truth be told. Just another update, I've added 3 new quest levels that will be in the next patch. These are very easy intro levels that will now play between the current Quest 1 Level 2 and Quest 1 Level 3. This is because there is a huge spike in difficulty currently with Quest 1 Level 3 and rather than make it easier, I thought it would be better to add several more levels leading up to that fight that would allow the party to level up once before taking it on. The three new levels are also a little more varied and give an early taste of the other races in the dungeon and not just ratmen: 1 - Fight against 5 ratmen ... 3 ahead of you and 2 that come up behind. 2 - A fight against a lone Half Orc in his camp. If you kill him quickly, it should be fairly easy for a beginner party. However, some of his friends will eventually come to help him so you don't want to take too long. This gives new players exposure to Orcs and breaks up the monotony of just fighting Ratmen. 3 - A fight against several skeletons in a tomb. Here you'll have a dwarf ally to help you and it gives an early exposure to both undead and some totems that give terrain benefits. Again, these 3 levels are really easy and just designed to ease the player into the game. Similar to the 4 new Patrol levels I added that always play first before the patrols are randomized.
I tried turning the music down to 10% and still could not hear them. It was only when I completely turned the music off that was I able to hear them. I estimate that the loudness of the footsteps was then approx 25% of the volume of all other sound effects. If that is how you want it then I guess it is working as you intended.
Hey guys ... the next patch is almost ready. I just need some time to build the updated iOS file for upload. Hopefully will be submitted tomorrow. Here's the change log: - New Content: Added 3 new quest levels in Quest 1. New levels ease difficulty curve that currently exists between quest 1 battles 2 and 3. - Bug Fix: Resuming from a saved mid-game battle will now load player stat bonuses from character levels correctly. - Bug Fix: The "Restart Battle" and "Flee" buttons on the game lost screen will now work correctly. - Bug Fix: Unit Info screen now displays attack skill values correctly and no longer as a hit chance %. - Bug Fix: Attack summary now displays correct chance to hit (capped between 15% to 85%). - Bug Fix: Audio for footstep sounds are now slightly louder. - Bug Fix: When loading from a mid-battle save, characters will now have the proper number of attacks instead of just one attack. - Enhancement: Player abilities that affect health and action points now scale up in power as per character's level. As a character levels up, such abilities have proportionally greater impact. - Enhancement: Player characters now start off with approximately 10 points higher attack skill, thus making them miss less often in the early phase of the game. - Enhancement: Sound Files now play in stereo and are no longer forced to Mono. - Enhancement: Units now leave persistent corpses and blood splatter when they die. - Enhancement: Replaced Bloom with improved lighting effects that include better quality bloom, lens flare and colour tone mapping. - Enhancement: Added "Casual" difficulty level in game options to make gameplay easier. - Enhancement: Added "Extreme" difficulty level in game options to make gameplay much harder. - Enhancement: Made warnings for overwriting an existing save much larger to prevent accidental deletion of old save game files. - Enhancement: Added features in quest levels to prevent cases where 1-sided walls can be seen through from a particular angle. - Enhancement: Players now gain extra attacks from levelling up at fixed level intervals (levels 3, 6 and 9) and not randomly.
No ... I don't think so. It's a change to what happens when a player first reaches either level 3, 6 or 9. So now when they reach that level, the first random stat bonus will always be +1 attack. The other 2 bonuses will be random but will not include extra attacks. When a character reaches any other level, they will get 3 random stat bonuses but will never receive extra attacks. Your existing characters won't be affected.