WOOHOO!!!! Time to dive back into this one! =oD Can't wait to get home from work and check it out... bout 30 more minutes. Woot! =oD **ungh, had so much crap to do! But I did get a chance to check this out post-update. The counter attack mechanic that you added - definitely my favorite addition of the update. I LOVE IT. Thank you. The new quest battles intros are great. The new camera icon and whole HUD just looks slick now. I haven't checked out either of the new characters yet, but they look pretty cool =oP The barracks was a great addition as well. This will probably wind up being my second favorite thing you did with this update... great not having to be in the shop and work around that. =oP I also really like ALL of the balancing that you've done. The build up of action points especially. I'm so psyched to get back into this... the update's really done a number on the game, and I, for one, am incredibly happy about how it turned out. ... I'm never gonna get sleep. =oP
oh boy, oh boy, oh boy, oh boy, oh boy...... Patch notes are indeed impressive and appear to address a lot of my concerns and wants. Finally I am able to restart all over and play the definitive version of what was already a damn fine game. Well done WaveLightGames, thanks for sticking with the game and being so responsive to players comments. Please....if there is a god....let this game be a financial success. It so deserves to be!
I know it's the weekend, but I'm kinda surprised this thread isn't more active since the update hit... It's wound up pushing Demon's Rise into my top 5 favorite SRPGs... It's just crazy what all you've done to it over the past couple months.
Great game. A couple of (maybe) bugs that I found in the new patch - - The Elven Paladin appears to have full AP at the start, like before the patch. - The Illusionist's mirror image summon can move and attack. That's all I've found so far. Haven't had a chance to play it a lot since the patch, but it's been great! MVP of my last play through was the Cannon, and I thought that the Entrench mechanic was far too powerful, with my team finishing levels on turn 1 by the end of the game.
i wanted to write this : this update is phenomenal! the UI and camera are now almost up to par with Xcom, and this is made by only a single guy! Counterattacks are great, and the fighting animations are almost synced now! Some more thoughts for the next work : 1) fighting impact effects, like blood splatters etc 2) immediately synchronised fighting animations (the swing animation of one character and the get hit animation of the other have to be a bit closer to be more immediate) 3) Bring the dynamic zoom action camera back as an option especially for killing blows 4) a target/target switch button for the range of each character, (again like xcom has) to take out the sometimes zoom in tap tap tap to select a target and activate an ability . I know i've said this almost every update, but Wavelight, you rock, keep it up
Rajpreet dhillon, you are the golden standard! To any lurkers or curious gamers reading this: buy the game! The amount of content, replayability, strategy, is off the charts.
two bugs i have encounter so far - 1) The Golem's 4th spell, stone throw(?) has a graphical glitch. It keeps smashing the targeted hex. Its annoying as hell. 2) the Archer's 2nd spell, if it is zoomed in when used. It stops trailing down the line. Thus not attacking the other targets. I couldn't repeat this, but i'm pretty sure it's bugged. Like the balance in the game. Tho i think range units gets a slight boast. I'm loving my archer even more now.
Thanks for the feedback. The Golem's ability is new so possibly a bug. I'll fix it. The archer thing is something that happens rarely with line abilities. For some reason, they will target randomly once in a while ... not sure why. I think I have a fix in mind, it was just low priority because it happens very rarely. Next update will be focussed on further adjusting character balance. So if you think any characters need to be tweaked, let me know.
Not able to see that on my end. Does your paladin have any items that increase AP? If so, the items that add +X Max AP will also give him that X AP at the start of a game. That's intended ... I wanted to beef up the mirror image. It now has a high intimidation value (being a ghostly creature) and has a low range / low damage scare attack. The cannon's one of the character that needs a bit of rebalancing and tweaking. I haven't gotten to it yet. Let me know if you have ideas on how to tweak him to make him more balanced and interesting. Surprised the entrench ability was over-powered ... I'll have to look at that. How exactly did you use the ability with the rest of your team?
Did some work on the next game ... did the last level of the main quest (30 levels). It involves demons so I created several new ones: Demons by Rajpreet Dhillon, on Flickr
Should be out Q3 of this year. Probably some time in september. I want to spend more time in testing this game so it might get pushed out to Q4 but I doubt it.
Paladin was on a fresh game, starting level. I'll try again. Last playthrough team was Cannon, High Wizard, Ranger, Witch, Steel Golem, Dragon Hunter - though the last two were essentially decoys. Item focus was on increasing range. Extra attacks were nice but not even that necessary. Turn 1: - Position ranged characters around cannon. - Cannon: Entrench (+2 attacks to all, +12 damage to all) - Witch: Blood Frenzy the Cannon (+3 attacks) - Ranger: Feral Strength (+1 attack to all, +10 damage to all) - Wizard: Weapon Blessing the Cannon (+1 attack, +6 damage, +35%hit); optionally use Eldritch Implosion for +20 damage and +5 range End result: - Cannon: +7 attacks, +28 damage, +35% hit - Wizard: +3 attacks, +42 damage, +5 range - Witch/Ranger: +3 attacks, +22 damage Usually enough to one-shot a dozen weaker enemies and severely weaken the stronger ones. If there was a nearby Skeleton Paladin, I would trade Eldritch Implosion for Confusion, steal it onto the team, and plant it next to the cannon before buffing. I would consider only allowing Entrench to affect the Cannon itself and not others, having the effect only last one turn, decreasing the hit rate, or not granting the damage bonus to allies.