Thanks so much. Glad you're enjoying it. That's not good. It sounds like the bug I just fixed in the last update. Does this happen with the latest version?
1400 posts in TA for this game. Maybe unfortunately not reflected in sales but you sure have a devoted group of players. #
I do ... and I'm very thankful for Touch Arcade for it. Had it not been for TA, I don't think I would have gotten any publicity at all. Anyway, I just got a notification that the patch fix update is in review. Hopefully it should be available really soon.
Awesome! Can't wait to do more patrol missions. Any tips on how to defeat the ogre boss and the 2 orc berserkers? I can't defeat that stage hence why I wanted to do the patrol missions (which is buggy as of now).
The update was just approved so should be available for download shortly, if not already available in your region. In that battle, there is a rune stone just around the corner from where you start that gives stat bonuses to units standing adjacent to it. There are also some potions and such in that area. I would head in that direction and try to take up a defensive position around the rune stone. That position also has lots of cover spots so that should help shield you from the many goblin archers. If that fails, just play some patrols and level up.
install size is over a gig ... I think 1.5GB not sure. Price is 8.99 normally but will be 30% off at launch for the first 10 days.
Yup, the update's up! Haha I just won the stage and I didn't go to the rune stone. Instead, I made a 3 man wall at the starting position and kill anyone who is coming to kill me. The problem with going to the rune stone is I find myself being overwhelmed by the orc berserkers and ogres before reaching the place. Though, I agree that the goblin archers are strong as hell; it might be better to defend myself by moving to the rune stone. I am really digging the comprehensive equipment slots. With 6 characters and multiple tiers of items, I find myself interested in fitting my characters with great equipments. And I don't understand the progression of skills. For example, it seems that all pyromancer's offensive skills have "4-10 damage per caster level". The Wake of the Phoenix only affects one unit thus wouldn't that mean that it is inferior to the other skills which have lower AP (mana?) and greater Area of Effect.
The Knight's Hold the Line skill description seems to be wrong. It mentions "all" but only adjacent heroes are affected by the skill. And is there a way to sort the items in the vendor screen?
That makes absolute sense. Some other random observations/comments: 1. Kinda need Instructions / full descriptions of the user specs as seen on the shop and Manage gear areas. It took me a bunch of time to figure out what what. Newbies could find it intimidating. 2. Sight range and counter attack are not listed in the player stats (as other things are seen in the Manage Gear and Shop areas) , perhaps other stuff as well 3. Would like to see a clearer damage, hit and critical hit values for user vs opponent. a quick log like ole Wasteland could be nice, though I'm dating my self with a request like that. Us old D&D and Warhammer guys like to see stats all the time but not necessarily intrusive to the game play. 4. The "Manage Gear" Area is of limited value, unlike the Buy Supplies area, where one can shuffle items between players using the available open slots in the Vendor Stock area. What the Manage Gear allows is shuffling stuff within a character not between them. 5. Is there an opportunity to actually implement true initiative. Sure there is an element of surprise, but sometimes the adversaries should be able to roll higher initiative and get the jump on you before you can do anything, or do it by player vs opponents. It would certainly create a more fluid interaction and definitely make things more unpredictable (which is good!) for player levels above 20 certainly. Mine are over 40 now. 6. Is there a way like modern Fallout series say, to scale opponents to the players level automatically? Not just hitpoints but damage perhaps other stuff as well? Rather than have them have static attributes. Perhaps thats already done not sure? 7. Filter function for Vendor stock? Namely only Epic or above or a certain level of kit and above? Would be nice time helper. 8. Rare super valuable items ((Legendary? or level 50 and above) to be found only in field rather than store? This way a player can enjoy taking the time to detect all the hidden treasure on the map. 9. Maybe some though about limiting kit to type, a pair of shoes should not be relevant for the walking cannon, but they can have specific kit that would fill the slot... essentially make all items more class derived as weapons seem to be. 10. On level gain, there is repetition in some cases hit chance + 1 + 1, hit chance to distance weapon to melee? Not clear. All that should be clarified when you level up. My biggest far future requests : 1. To have a multiplayer or rather head-to-head mode with other players where different games (DR1 and DM2) on the same engine fight it out. Maps would have to be huge though to have enough strategy in play. I know you mentioned this is a complete unknown but the replayability would be gigantic far past random encounters. 2. To have a Fallout/ Wasteland / Mad Max aka post apocalyptic (NOT Zombie!) game variant. The engine is very given to it. 3. to save characters and transition them between comparable games (DR1 -> DM2,...3). Maybe charge for that capability. Honored Hall of champions etc...
Same as my experience. I have just given my fan community a shout to check out your game, I think many like the turn-based tactical aspects in my game so will also enjoy yours. Hope my post gives you a little sales boost: https://www.facebook.com/dungeonsofchaos/
Thanks for update! Patrolling now. One thing I keep coming across that I don't like is if I don't actually equip an item before closing out the mission, it disappears completely. I have lost a lot of items this way as they are actually clicked when I hit return to base and lose my loot. ;( Can you make it so that any inventory not equipped automatically word into the first characters inventory? At the very least, I can sell rubbish items to the vendor but losing blue capes and weapons just...sucks. Small complaint really.
Sorry for late reply ... been travelling for the day job. Thanks for your detailed feedback. Really appreciate it. Can definitely add sight range and counter attacks ... though the stat sheet is kind of busy already. I'll see if there's an easy. Might try to use the empty space on either side of the stat sheet somehow. I'll need to checkout Wasteland. Do you have a screenshot or something that can demonstrate it? That isn't true, actually ... you can shuffle gear between units in both the Shop and Manage Gear screens. Just click on an item and it becomes part of your "cursor", then click on the character you want to give it to and it will switch to that character's inventory. Then you can just drop it on that character. There might be ... I did try a "Move 1 unit at a time" variation where each faction alternates activating and moving / attacking with 1 unit rather than the entire faction. It worked reasonably well but I think I had trouble with the game save or something. I forget why I didn't go that route. In that system, adding an initiative to force players to activate their highest initiative units first wouldn't be too hard. I'm just not sure it's actually an improvement though. A big part of the strategy is activating your faction together and using some kind of combined strategy. Forcing players to move their elf archer first just because he's lightly equipped may screw up a lot of good tactics. By the way, you have level 40 characters!?!?!? That's completely insane ... I'm incredibly impressed. I have only got to level 7 or 8 tops. I can't even imagine what some of your character's damage spells do. I take it you play on Extreme difficulty? I think the previous update actually increased the stats of Extreme difficulty units. It could certainly be done with a couple lines of code. No big deal. However, I have the different difficulty levels and I leave it to the player to choose what difficulty level he or she wants to play. Adjusting difficulty modifies hit points, hit chance, critical chance, and likelihood to cast an ability. It may also affect damage too in the latest version, but I'm not sure. Yeah ... I'm thinking of ways to improve the vendor. Right now leaning towards having separate stock for each category. That way, you'd have loads more items. Perhaps sorted by cost? Yeah, I could do that simply by adding a few really powerful items and then just excluding those from the vendor's code to generate stock. Great idea ... I'll look into it. Probably a good idea too. Will think on it .. not sure if I want to add the complexity. With 30 characters (and 10 in Demon's Rise 2), it could get pretty heavy and complicated. Yes, I would like to tweak that. It's on my to do list but lower priority. Number 1 is probably beyond my abilities as a coder. I know nothing about multiplayer and the thought of taking apart my spaghetti code to add it in gives me nightmares. So most likely not unless I can make enough money to hire a better developer than me. Number 2 is very likely. I've been thinking of doing a post-apocalyptic setting for a future game. The game mechanics would really suit it and there would be a lot of room for new and interesting character types. You'd also have things like radiation effects to add some cool twists. Right now, I'm working on the far-future variant called Strike Team Hydra and a shorter adventure called Temple of Shadows. After these launch next year, I'll look into either doing post apocalyptic or possibly a large fleet-level spaceship battle game. Number 3 is probably unlikely because I have no idea how I would do that. I presume something with iCloud?
Wow ... thanks so much. I'll download your game and check it out. I've yet to break into the Android market. I'm held up by a Unity 5 bug where I get a blacks screen on startup on Samsung devices. When Unity fix that bug, I'll launch on Android too. From one Unity developer to another, I may ask for your advice on stuff I run into. Feel free to do the same.
That's interesting ... it never occurred to me that someone would click the next level button with an item attached to the cursor. I can definitely fix it so it moves the item to the first available slot in the player's backpack. Thanks for letting me know.
Yes, the knight's ability is meant to only affect adjacent units. It's basically a tight formation. I'll fix the description. No way to sort items. I should add that as an enhancement. Thanks for the idea.
Glad you got through. There's definitely lots of ways to win and it will always depend on your team composition. If you have the Knight in your party, a tight defensive strategy is usually the best approach as he excels in that respect. Just be careful for area effect spells and grenades when you keep your heroes close together. I'll have to check but I'm pretty sure the Wake of the Phoenix spells has a big area of effect. It used to be a huge cone but that caused crashes sometimes. I think I made it a long line spell ... honestly don't remember. I might tweak the Pyro's spells a big in the future since they're kind of similar to one another.
Yeah. I really need to think more about the synergy between my heroes. As it is my first game, I took one of the starters and I didn't know what I was getting into. My fault for not reading up on the heroes before jumping in. After playing for awhile, there are indeed differences. The greater the skills, the greater the range and AOE. I do agree there are quite similar to one another but I find the progression of skills intuitive after I understood their differences. Pyro and the elven ranger are my favourite characters as of now; both of them are offensive powerhouses! I am also surprised that one of my cleric (I think?) is quite strong as well. I can see myself investing a lot of time in the game. It is just so damn fun. Hence, my concern that once Demon's Rise 2 is out, should I continue with DR 1 or should I just move on. Or are two different enough for me to invest a lot of time in both games.