The item rarity and level are just two attributes assigned to each item that deternine stats and value. The level doesn't denote the level needed to use it by the bearer. The system works fairly well and allows for a mind boggling number of items (hundreds of thousands) but will sometimes generate cheap items that are powerful and expensive items that arent great value. Usually works fairly well though.
Loot I've mostly figured out the loot model for the game. i'm not a big fan since every trip to the vendor has the potential to generate REALLY good gear at potentially near-free prices. This pretty much forces me to spend hours sifting thru the vendor looking for deals (it's a character trait of mine - Lvl 16 "cheapskate") As for other loot - I havn't come up with a use for some of the litter I run across. Items with no slot. I gather from some of the posts here that there is some manner of crafting possible, but havn't figured it out... Little help, please?
Hey Dev, I started playing this game again, since your last update. I have a suggestion. For the next game, would it be possible to give one passive skill to each of the characters. I think this will give them a little character and personality to the units. It doesn't have to be anything really powerful. Also after i finish my current game, i will play another game with all melee toons. I think the game in the current state, casters have a considerable disadvantage. Especially casters with spells 15% failures. But i'll let you know what i think as i test it more. Looking forward to your new game thanks!
Nothing really ... they're just there for resale. Those items also allow me to add a bit of intrigue and back story and a touch of humour. But there's no real use for them outside of money.
Thanks ... I'll give that some thought. All melee is probably going to be tough. Melee fighters are good but they can really suffer from (1) getting counter attacked a lot and (2) not having the room to fight and get in contact with enemy. Wizards and shooters can pick and choose their enemies, are generally safe from counter attacks and have sufficient range that they can find the best hiding spots and cover positions while still attacking. So I think you will struggle with an all-melee team but don't let that stop you.
I'll take another look at the costing formula. I want to keep the two properties for items because eventually I'd like to have items degrade over time and then need to be maintained / fixed by the blacksmith. I'm thinking the item level would be ideal for that as it's more granular and you can have it be reduced after each battle and then propped back up by the black smith. It would still be capped by the first attribute which wouldn't change. Some items are just for resale. Some can only be used by certain character classes. No crafting system as of yet. Might make one for a future game.
Hi, Thanks for the game, I've been enjoying it, and being responsive to comments. I've come across an annoying bug that has put a damper on my first play though: I'd worked my team up to lvl10 with good gear, but after a patrol most of their equipment has vanished! I've restarted the app to no avail. It seemed to be after a particular patrol scenario that I've had a few issues with before: a goblin shaman summoning a demon. The first few times I got it, my team seemed to have been reset back to beginning stats, this fixed by quitting back to camp. The most recent time the stats seemed OK, but the gear had gone after finishing it. Is there a way to fix this? My team is: Tree Giant, Skeleton Champ, Dragon Slayer, Assassin, Storm Seer, Shadow Elf Witch. Many thanks
I have a very strange thing happen to me. On one of my toons. I had a +1 movement per turn item... it's changed to +1 movement range. is this a bug!? or unless i somehow made a swap at the vendor? +1 movement per turn item was awesome. It was so rare to find.
Can I request to have character with different skin tone or different armour colour. I tried to play with 2 or characters using the same class, and I can tell the different who is who.
Sorry for the late reply. I've been travelling for work and working like crazy on getting Demon's Rise 2 ready for launch. I have been struggling with this bug to try and fix it but I'm struggling to figure out what is causing it. It may be that something happends to the app during the save process. However, I suspect that's not the case ... I think it has something to do with specific levels like Quest 3 Level 5 because I ran into it once on that level and a few others have reported the same. I think a few of the patrols also have the issue though I've never run into it on a patrol. In all my playing, I've only run into it the one time so it's incredibly hard to debug. I just can't reproduce it. I have made two changes to try and prevent the issue. The first is that I now check that the inventory was actually loaded in the level before overwriting the inventory data with the updated inventory data. This should prevent an empty inventory that didn't load for whatever reason over-writing the player's inventory with empty data. I have also fixed a fairly minor bug with Quest 3 Level 5 but I don't know if that was triggering the issue. At any rate, I will keep trying. I would suggest that if you notice you loading a level with corrupted inventory, I would immediately close the app by pressing the Quit game in the pause menu and not try to finish the level, as that would save the empty inventory. After Demon's Rise 2 launches, I will be pushing another update to Demon's Rise 1 that has several improvements to graphics, audio improvements, iOS 10 compatibility (if needed) and some bug fixes, including one that I hope fixes this issue.
This was actually intentional. The extra movement items were bugs. I originally added this functionality but found it way too strong for melee fighters. Therefore, I changed the items that give bonus moves to just bonus movement range. Sorry.
I think that could be done but would be a bit complicated. I can't really do different textures but I could possibly make one a darker shade than the other. I'll look into it.
Breaks my heart to hear this, i was really loving that piece of equipment. Thanks for your response, at least now i can stop hunting it at the vendor. Appreciate all your hard work. Counting down to Rise 2
Hey Dev, i think the inventory bug hit me too. I have items gone from one of my chars. Just an FYI. Thanks
Thanks for letting me know. Can you let me know what level you were playing recently? Did anything odd happen in the game?
I think all my guys are level 10, on week 4. But i've been doing tons of patrol missions. I usually restart patrol missions until i get a board i like or haven't played before. But i also restart mission IF i don't like my starting position. Ex melee units in the rear, range/caster in the front. Actually that's one of the thing i think you should consider doing in the sequel, the ability to choose your starting position on the map. Another thing i would like to see is Unique items - and make it only that each toon can only equip one unique item.
hey guys, Just checking in to let you know we've been super busy with Demon's Rise 2. Heavy, heavy play testing ... which is something that the first game really didn't get enough of before its launch. The good thing is that it's looking really polished and is very fun. Considerably harder than the first game but much more impressive from a narrative, graphics and audio perspective. Still supports the same hardware though so anything with 1GB of RAM and higher should run it fine. After the launch of Demon's Rise 2 in October, there will be a patch for Demon's Rise that has a lot of tweaks and enhancements. Some really nice changes to graphics and audio that we made for Demon's Rise 2 will be back-ported to Demon's Rise 1.
Great that you are still supporting the original and looking forward to getting Demons Rise 2. Don't suppose you care to elaborate when in October? #