Fair enough, I'll do that. As an aside, I have built a scenario / objective system for the next game. This adds special vuctory or loss conditions like "survive for x turns", character x must survive, escort character x to exit and so forth. I'll likely back port this feature into this game once it is heavily tested. Jt would be a good way to add some interesting tactics to some levels.
Hey guys, Just wanted to show off a picture of one of the new levels in Demon's Rise 2: SpiderBattle by Rajpreet Dhillon, on Flickr SpiderBattle2 by Rajpreet Dhillon, on Flickr Any feedback on the look and feel of this new dungeon? It's meant to a wizard's tower so lots of strange architecture and strange magical fog and such.
What is the equipment attribute Sight Range useful for? It doesn't appear to expand the attack range for bow and staff users, and I don't think it affects the spell range (although I haven't texted it conclusively).
Truthfully, it doesn't do a whole lot. It basically just extends the sight range of units. This means that on a large map, you might have an enemy that was within line of sight but out of sight range. So in this scenario, the enemy would be invisible. However, if you had an item that increased sight range sufficiently, then the enemy would be visible. It was there because I thought that it might be useful during development but given that most characters start off with a sight range of 20, it is pretty useless to add to it with items. I may go back and tweak those items to have some other attribute instead of sight range extension. Question to you guys, how useful / good do you find the Fog of War system? Given the size of maps and the general layout, is the Fog of War system that useful or important? I'm thinking of possibly removing it going forward and just have all enemies visible all the time. Thoughts?
Hey guys, A couple of quick bug fixes done this morning that will be in the next patch: - Fixed the bug where creatures summoned by an enemy wizard would not be visible (even if in line of sight) until the start of the player turn. - Fixed bug where new enemies that arrive mid-battle wouldn't be visible until the start of the player's turn. - Fixed the bug where player characters might be facing odd directions at the start of a new level. Now they will always be facing towards an enemy or ally.
I had this game since day 1 release but finally starting to play it... Quick question. if the loot in the rooms doesn't get picked up and i leave the area.... are they picked up automatically?
Glad you're playing. The loot doesn't get picked up automatically. I was thinking of adding an automatic loot pick up option but some of the gold is intentionally hidden in shadowy nooks and crannies so it seemed better to reward players that take some time to look around and pick it up.
thanks for replying... I"m extremely glad you are making a sequel for this game. I'm definitely buying it. But do you have plans for making any 2D SRPG? I ask because i play this on my ipad, since playing this on an iphone is a little too cumbersome.
Thanks for the support. I hope the new game really lives up to your expectations. I don't currently have plans to do a 2D SRPG. My current game engine is built for 3D and doing a new game engine would just way too much work. I plan to release several more 3D strategy games over the next few years. High level plan is: - Demons Rise 2 - Squad Level Sci-Fi shooter (similar to Deathwatch but just way better) - Large scale army vs. army game in sci-fi setting. This would be tanks, infantry, artillery and possibly space ship battles too.
Thanks again. Items with no stat boosts are just meant to be sold to the vendor for money. Some of them have interesting little story bits in them too. A few can be worth a lot of money so getting one isn't all bad. Really glad you're liking the game. The next update adds counter attacks, which are attacks that are made by a skilled warrior in melee if they survive a strike against them. The counter attack only works if the target is within melee range. Most fighters will have 1 counter attack per turn. This adds a tonne of new tactical depth to the game because: a) having a shooter or mage in combat is now really bad because if they do attack someone in melee, they risk getting hit back. b) makes weapons like spears (that allow you to attack from 2 or 3 tiles away) really useful because a spear warrior can attack at long range without worrying about any counter attacks. c) New abilities now grant extra counter attacks or remove counter attacks. For example, the Knight now has several defensive abilities that grant him and his allies extra counter attacks. Similarly, the skeleton champion's fear ability removes a counter attack from nearby enemies. Counter attacks also allow for more variety among the melee types. Undead and similarly slower creatures don't get counter attacks, 2-handed weapon and spear armed warriors get fewer counter attacks than those armed with dual weapons or a sword / shield combo. It really does add a lot to the gameplay mechanics.
Hey guys, Thought I'd show off some of the cooler looking spells in Demon's Rise 2. I'm trying to make new spells look more spectacular but with still minimal performance hit. The first is the Shamaness' magical missile. It's a flurry of magical skulls that fly around at weird angles and then crash into her enemies with a multi-coloured explosion: skull storm by Rajpreet Dhillon, on Flickr The second spell is the Void Walker's fireball spell. It causes really cool fireballs to come from the sky down on his enemies. Firestorm by Rajpreet Dhillon, on Flickr
Looks amazing! So is there a story with this one at all? I bought the last one and played it a few times but it never hooked me because I think I felt kind of lost with what I was supposed to do.
Yes, this one definitely emphasizes the story a lot more. There are cut scenes that help to explain what is going on and what the player needs to do so and so forth. Also, the entire story revolves around the player rather than the player playing a small part in a larger narrative, as per the first game. That being said, the next update to Demon's Rise 1 will add similar cut scenes throughout the quest levels so that it does a better job of telling the story.
Hi gents, Progress continues at a good pace on the Android port and the next update. I'm doing a full end-to-end game play through with the new changes and the two new characters so it takes time. I'm really liking the new tactical elements from the counter strike system. It adds a whole new layer of depth because you have to think carefully about who you strike in melee. Sometimes, it's better to pile onto a single enemy that has used up his counter attacks or to move back and attack enemies from range and so forth. I'm into the undead levels now so hopefully should have the game fully tested with the new additions by some time middle of next week. I'm also working on the next game. Just over half done on the initial quest levels. Here are some random pictures: Lava Hound by Rajpreet Dhillon, on Flickr Colossus by Rajpreet Dhillon, on Flickr Crystal Golem by Rajpreet Dhillon, on Flickr Daevian battle by Rajpreet Dhillon, on Flickr Pics are from the latest levels built so far. Images are straight out of my game development editor so no fancy special effects or image enhancements added.
my impression Hey Dev, im stuck on Week 3, the mission with the Reaper Lord. It keeps crashing every time i load the game. I restarted that stage many times. Same results. I'm using Ipad Air 1, latest firmware, non-jailbroken. Here are some random thoughts on this game after spending 30 hours++ playing over the weekend. Party Setup - My favorite character is the assassin. I think she is a must have in any party. - Pyromancer's Phoenix spell is awesome, maybe a little too overpowered. - I read in this board that Centaur is great character. I just don't see it, but since he is on my secondary save game, i haven't gotten very far with him. I think the trick is to build him as a melee tank. - Some of the big tanks doesn't seem good. Either they are too slow or their abilities not that impressive(ex Ogre 1st skill is useless at higher level). Best out of the bunch is the Half-Giant? I wanted to play the minotaur - but the demonic possession penalty is too harsh. - I'm trying the High Wizard on my 2nd party. He's pretty good. I still think Pyro>Storm>High Wizard - Talaren's Swords is a pretty good default party setup. Excellent choice for 1st time players. Game Play & GUI - The inventory system is great - really adds depth to the game play. You can play the character very differently depending on the gear. I'm constantly doing patrol missions to earn money or to look for new gear. - Wish potions were able to be picked up, save for later usage. Do potions stack? so if i drink a dodge potion 1 turn and drink another one next turn. What is the outcome? - What is the rank of the equipments: Legendary > Epic? - The Eye icon that toggles the life/action bar for the everyone - I think there should be a way to toggle it for party only, and enemies only. Helps identifying the mobs. - There should be a way to toggle HEX display on/off for the entire map. Makes planning much easier. - Feel like the character portrait on the lower right should be able to act as a button to view stats - Wished when you target an enemy in range, the upper right display would display neg or pos conditions. Instead of hitting the ? icon, this would save a lot of time. - Wished there was a way to toggle off/on corpses. I know it looks cool, but makes it difficult to distinguish obstacles or spot items(scrolls) - There should be some mission variations(escort, protect) or objectives. If NPC survives the fight, you get more exp or extra loot. - Finally probably the thing it really annoy me the most is picking up gold after winning the battle. Using your highest level char to run around the map (zooming in and out) is not fun and kinda waste of time. I hope you are considering auto loot pick up for next game. I can't say this enough, this is an AWESOME game. I bought this game on day one, forgot how much i paid for it, but its worth x2. I'm actually going to upgrade my ipad now How does it run on the pro 13? Thanks again dev.
I'll look into it. When you say "load the game", do you mean loading from a mid-battle save? If so, that should be easy to diagnose and fix. I'm almost there in my latest play through so I should be able to check it pretty soon on my end with a real device. She's always been popular. Do you think she's over-powered because I toned her down quite a bit. She'll get a slight boost in the next update actually as she'll have 2 counter attacks a turn, which is higher than most melee fighters. Probably is ... especially considering the damage was amplified to be by level now. I'll take a look and tweak it a bit. I don't think he's that great actually. I think in earlier versions when missile attacks were much stronger, you could use his buff abilities to give lots of extra attacks to other shooters. Now that missile attacks are toned down, I don't think he's that impressive. Yeah, the golem is a bit weak at first because he's really slow and then he has abilities that give him buffs but at the expense of his movement. Kind of a double negative. However, his later abilities are really strong so it sort of compensates for it. The Minotaur is pretty decent ... the chances of being demonically possessed are fairly low and usually worth the risk. He's a really brutal hand to hand fighter at higher levels. Half Giant is fairly good. Most of the big guys allow you to attack from 2 tiles away so it is useful to have them because of that extra range. Especially in tight, confined combats. Cool ... you might be right on the Pyro. I actually haven't played through a high-level version of him yet with the recent changes so he may be very powerful at higher levels. The High Wizard is fun because of his ability to mind control enemies. It can really be a life saver to turn an Ogre to your side for a battle. Potions do stack so two dodge potions would give you double the dodge bonus. I think Legendary is the highest one. Should be able to do that. I'll look into the code and see it can be done. I can probably have it click once to hide everyone's, click again to show only your teams, click again to show only enemies, click once more to show everyone's again. That is a good point. I'll look into it and see. That might be harder from a coding perspective due to how I did it. It actually used to do just that. Not sure why I took that off. I'll put it back in for the next update. Sorry, don't really understand ... can you explain? That will be easy. I'll add that in the next update. I just finished building this for the next game. However, I should be able to port this back into Demon's Rise 1 for a few of the levels. I did escort ally to level exit, survive X turns, win within X turns, kill enemy leader, ally unit X must survive, move to level exit as objectives. Okay, I'll look into an auto-pickup at the end of level. Should be pretty easy to handle. Thanks ... appreciate the encouragement and honest feedback.
- I tried loading the mid battle and then restarting the battle again. Both crashes. Come to think of it, this game for some reason crashes on me alot. Crashes even at the character selection screen. I don't really have issues with other games. But I'm SHOULD be getting an Ipad pro 13 later in the week - I dont know if the assassin is overpowered, but i find her incredible useful. I loaded her with high AP (with regen), she zipzags across the battlefield, finishing mobs or taking out prime targets. She is especially dangerous if there are potions lying around - Guess Centaur is off my second party setup. - When you have an enemy targeted, his hp/ap/dam is displayed on the upper left corner. It would be nice if any status effects(buffs/debuffs) was shown as well. Currently i have to click on ? to see this. It's just a little cumbersome. I might be asking for much - but keep this in mind for the new game. - Thank you sooooo much for the hide corpse/auto pick up. keep up the good work
The game should work fine on an iPad Pro. One of the other players bought an iPad Pro (1st gen) and he said the only thing wrong was that the life / mana bars were slightly off. However, I fixed that in the last update so it should be good. Let me know if there is anything that looks off though and I'll fix it. I checked the Reaper level and I can't find any issues with loading the level or loading a saved game from within my game development engine. Therefore, it's probably a RAM related issue in that the that level might have just too many enemies or it might have some large texture files eating up memory. I'm going to check for any rogue texture files that weren't compressed. I think the game is starting to push the limits of 1GB RAM devices as I'm currently testing the Android version on a 3GB RAM LG G4 and have not ran into a single crash over 20+ hours of gameplay. Therefore, I'm going to add a low RAM device option in the graphics options that will compress the textures and hopefully free up a little RAM so that the game won't crash as much on the heavier levels. I'll also go into that Reaper level and remove a few of the bad guys. That level has just an insane amount of enemies now that I look at it. What I might suggest is the following: 1 - Go to the options and disable all graphics options like Dynamic Shadows, Special FX, etc. 2 - Go to the multi-tasking window and close all apps before launching the game. Let me know if that helps. The next update should have the low memory option that should help.