Thanks ... appreciate the great feedback. I'm glad the tutorials were helpful. I may put in a prompt to recommend playing the tutorials on the first play through.
Hi wavelight games. I bought this just today, great game but unfortunately i think this app is a bit "clunky" in terms of app operation. Its like there is slowdown when navigating the menus, sometimes its not very responsive at all. I am using an ipad air with IOS 8, so device strength shouldn't be an issue with dynamic shaders off. By the way, i have found a bug with one of the random missions of the patrol ruins at the beginning of the game.That mission is about killing a huge scorpion at the centre of the map surrounded by enemy mobs. After i cleared them all painstakingly & won the fight with last man, the mission didnt end at all after all enemies are wiped out. The "leave area" option didnt appear & it just continued on. Please have a look & provide a fix, thanks.
Hmmm ... not sure exactly what you mean. I did add a delay with some buttons that transition between scenes to allow for a fade in / fade out effect. Are you referring to buttons that close one level and load another one? If not, then ... I might need some more details. Perhaps let me know exactly which button or if it's just a general feeling? Thanks ... another person identified this as well. I believe I have this fixed. I will test that specific level again just to be sure.
Hey guys, just a quick update. I've detected a potentially serious bug caused by having corpses remain persistent on the battlefield. I need to look into this and get it fixed before submitting the next update. Sorry for the delay again. I will try my best to get this done today or tomorrow. Will be travelling for my day job for the next 2 weeks to Germany again but I'll have my development machine with me so should be able to keep working on updates and the next game.
Met with another deadly bug that do not allow me to proceed. Its on main quest week 3. The skeleton seems stuck on the ladder or something about dead corpse that u mention. I retreat it doesnt come after me & i cant target it as well. It however can cast spells. You gotta get those solved.... It hampers the enjoyment of the game experience by a lot.
Okay managed to bypass that one by quickly taking out those mages that caused the glitch. Those mages continously summon new units even though the map is small & fully occupied, forcing the new spawn to get "stuck" at the edge of the map. Right after this around 1 more main quest, yet another disappointing bug. This time round it causes the game to stop working entirelt as in the whole enemy phase cant proceed. A skeleton mage always caused this issue. U see him doing a running animation & then he just "stuck" there. Reloading the auto save will crash the game right away..... Good game but way too many bugs This is the exact quest so u can locate it:
Hi there, Thanks for pointing these out. Looks like they're both created by the recent addition of giving new abilities to enemy wizards. Sorry about that ... these are big changes and while they do add a lot of tactical challenge to the game, the game is really complex and as such these issues came up. I'll work on a fix today. I found several other bugs with the addition of persistent corpses that I fixed yesterday. So I think I need to spend another week or so fixing these bugs and testing more heavily before I release the next update. It's unfortunate that I started making some other changes and working on the Mac OS X version before getting feedback on bugs from the 2.0 update. I'll switch back to getting the bug fixes out for the iOS version and put the OS X version and the next game on the back burner until the bug fixes are out.
I took a look at this level and changed some of the code this morning in the AI targeting logic and I believe I fixed this bug. Will confirm with more testing but I think it's fixed.
I appreciated your effort, loved the game to pieces just these bugs have to go. Awesome game with good content & replayability. I'll wait for the fix patch before i continue it. Cheers By the way managed to bypass that mission by killing that mage at first turn & went into patrol mission with bat wings monster. Again some weird unit suddenly appeared beneath the structure in game. It spawns on its own, maybe dead corpse. Never took down image but yea more testing is required
Cool ... I'll check it out. Part of the challenge is there are 50 patrol levels and 30+ quest levels. It's hard to catch everthing .. but will get there eventually.
I was able to reproduce this bug. It's caused by the Skeleton Sorceror's new ability, Dark Power. That ability is unusual in that it's a buff that requires a target. I've made some changes to it and it seems to work fine now. I'm not sure exactly why it didn't work before so I'm not 100% sure that I've fixed the issue. Will need to test it more.
Getting there ... unfortunately, I haven't been able to spend much time on it as I'm travelling in Germany for work this week and next. I should have a fair bit of time tomorrow though. However, I'm struggling with a new bug I discovered. I got the load from mid-battle save working in that it now loads the character's stat boosts from levels. However, I'm finding that it doesn't always load the items properly when loading a mid-battle save and I have no clue why it doesn't work. I've been trying to debug it for the past 4 or 5 hours and haven't figured it out yet. Will have plenty of time tomorrow to keep working it but at the moment, it has me thoroughly confused.
Got the bug fixed where equipment effects weren't being re-applied to the units upon loading from a mid-battle save. That took me the entire weekend. I also fixed a bug where the effects of 2-handed items like great weapons and wizard staffs were being applied twice. Doing some more testing this week. I may also add one of the characters from the new game into the next update of this game as a little bonus. Also, a nice way to give a free preview of the next game to current players.
Hopefully u can fix those. The skeleton bug affects ALL level, whenever he has that summon spells, he will cause the game unable to end (as in u kill off all units u cant leave area). There are many other issues as well, rarely able to pass 2 levels without a bug popping up. You probably need beta testers to play this out LEVEL BY LEVEL since there are so many. Great update but well i realize creating games can be hard too, thats why some developers have 80 testers. I think you should employ more beta testers next time to ensure stability. This is a good game but these bugs will ultimately affect your reputation. As a new buyer who purchased the patched version, this certainly doesnt give me a good impression hope u understand. I never play the pre patched version, probably is bug free but in my perspective i only got this & it is unplayable now. Well i certainly hope you are successful, just my honest opinion & for those who bought the patched version & got distressed by the bugs i think they will be displeased too.
Any chance to have a team-on team multiplayer for all these related games as an [paid for] expansion add-on? I think that would afford a giant amount of replay-ability. Some other comments: still some bugs on the Iphone 6 Plus, not addressed in the last patch. Crashes on large battlefields/large opponent contingent; battles where there are NPC sometimes do not end as opponents eliminated. It's odd that some effects work on undead- poison comes to mind, it's a thematic disconnect the Orge top most spell sometimes comes of as a fireball with a large area effected rather than a linear fiery stomp that is intended Also in the next game, any chance to have weapons and armor be representative both in the shop and on the field? The hardest setting is still not that hard- compared to say e.g., WHQ where at a high level you can be broken pretty easily; I don't think it's just a HP thing, maybe there is a randomizer that can set initiative- whereby the opponents sometimes get it at start of battle, or the AI can improve significantly- and there are many things that can be considered- teaming up on one character or using all their mass effect spells etc in one go on one area
Dang maybe i sounded harsh but its nothing malicious on my part. Really wanted this game to do well because its really pretty impressive SRPG with loads of replayability because u can experiment with different character rosters. Well this dev probably is not a full time game developer with other jobs so i understand. Looking forward for his next patch.
Fully agree with you on the beta testing. Unfortunately, I'm pretty much a one man show at this point and the game only makes around $300 a month so it's not really possible for me to hire anyone for testing. I am trying to do more end-to-end testing now to find bugs in later levels and adjust for difficulty. I'm going to take that approach with the next game too so that I can do a better job of finding bugs. The next game is built on the same codebase so any bug I find now is one that won't be in the next game. Still ... should have the next patch out some time this week. Travelling to Germany for my day job for the past 2 weeks slowed me down a lot. Flying back to Canada today.
Unfortunately, multiplayer coding is just beyond my technical skill level. I have no idea how to build that. I could probably build a multiplayer version on the same device. What they used to call a "hot seat" mode in older games. Thanks for the points ... good stuff to think about. I could probably give some kind of immunity to poison effects to the undead. They currently have a very high critical resistance but they are still vulnerable to poison, technically. The Ogres kick is something that still annoys me ... it is some kind of input bug. I need to tweak the "line" effects a bit so this doesn't happen. It's on my bug tracking list. When you say to have weapons / armour be representative, do you mean that having a visual representation of each item on the character model? That would be hard for several reasons. Firstly, it would make adding items much more difficult as I would have to have a separate model for each one. Secondly, having lots of extra equipment bits added onto the characters would decrease performance for mobile devices. That being said, I am thinking of ways to make more experienced characters or those with good equipment look better in the battle than low level characters. Will try to do something cool for the next game. Regarding difficulty, I find it pretty hard ... but I haven't got a high level team myself to test it on yet. So let me build up a high level team and then see how it works. I'll have a better time of understanding what would be the best way to improve it at that stage.