Video That was a good idea recording the video. Hopefully the problem will be fixed. this is the first game I have bought that I felt like giving feedback to the dev, The dev responds to requests and ideas, as an older gamer, I appreciate the dev taking the time and effort to keep gamers happy. This is why I joined the forum. I would have thought that early bug reports are essential to the success of the game, how many games have you looked at that have reviews telling you it crashes constantly, or it's bugged, broken etc. I know that I look at critical reviews on games, and have avoided many. To clarify, this is an enjoyable game, I enjoy playing for hours on end, as an old PCs gamer, this brings back the feeling of playing Bg and the old warhammer titles. In a good game with a dedicated dev, bugs will be identified and fixed, and hopefully for the dev the game will be a success. I was the first to post a positive review on the App Store, as I play more, get deeper into the game, I will update and give a more detailed review.
Thanks .. and sorry again for doubting you. Old School PC rpg is definitely the angle I'm going with for the game. I loved those old games and hope that this game evolves to something of that caliber.
What I really like about this game is that it never gets repetitive or monotonous. I already did the first quest 10 times with different characters and combinations and still looking for more combinations. The tactical depth of this game is very deep and by leveling the characters and unlocking abilites, you can try even more different tactics. Gameplay is perfect. There are some things (f.e. inventory) that can ameliorate but the dev is working on it. This game is underpriced with 2.99, it has an immense replay value. This game will stay for months on my ipad. If the dev will adjust all the little tweaks, this game will become a classic. And then we will wait for the dev's next game.
Looking forward to the fix. Another minor usability I would like to bring up (maybe others already mentioned it or it's already implemented) is "mis-triggering movement". As in the video I posted, I tried to scroll the screen but accidentlly moved a hero. and during the battle, I mis-trgger the movement a lot (which sometimes costed me a battle) when I frequently rotate the scene and zoom in/out to enjoy the detail look of a new monster. So I am wondering whether it is possible that when entering the battle scene, NO hero is selected (highlighted), and during the battle, I can click on somewhere else to de-select the hero/monster ? About video recording, Not sure whether everyplay.com can help in this case.... appreciate dev's hard work. - blujay2012
Everyplay has Unity integration, it seems. See e.g. here https://developers.everyplay.com/documentation/Integrating-Everyplay-in-Unity3D.md and here http://forum.unity3d.com/threads/help-with-setting-up-everyplay.266427/ Just looked them up, didn't even have time to read them myself yet. Might be worth adding once the kinks are ironed out. I'd also add the option to export savegames via iTunes. But there I only know that it works, don't have any links at hand. Also, I had a mid-level crash yesterday; will send the crashlog tomorrow.
on ipad air 2 the screen zooming and movement is over sensitive. on iphone 5 it's fine. Hopefully it's in a list of upcoming fixes.
Next update will have some adjustments to the sensitivity. Also, there'll be an option for on screen buttons for rotation and a slider for zoom. However, they might still not be perfect because I'm going to rush out the update to fix a critical bug on a later level. Have you tried adjusting sensitivity of the zoom / pan / rotate speed in the options menu?
Hi everyone, Quick update ... I believe I have the issue fixed and I've checked all the remaining levels for the same bug and they appear to be clean. As a precaution, I've updated the code so that if the issue does come up again for any levels in the future ... it should no longer wipe the player's inventory and essentially have no ill effect on the character's team. I've also done the following in this update: - Added a new playable character class: The Dwarf Dragon Hunter - Added a "Return to Camp" button after each level so players don't think they have to keep playing the quests sequentially and can safely return to camp. - Added the first attempt at zoom slider and rotate buttons as an option in the options menu. Just testing now if they work well or not on some real devices. - Decreased speed of camera zoom at normal speed so it doesn't feel so fast and overly sensitive to small player movements. These are by no means all the planned fixes and updates ... I just want to release the critical bug fix asap and not delay it on account of other requested changes.
I also changed the code so the rewards and vendor should no longer be generating broken and cursed items. So all items rewarded to the players should have some gold value and / or stat boost from now on. Also, I changed the explosive scroll to be a beneficial scroll that gives a random boost to action points instead.
The in-game crashes are a concern. I haven't seen that myself in a while but if it's happening a lot in that level, then it gives some clue as to what might be happening there. I'll look into it. I'm doing a clean play through with the released version to try and catch and fix any issues that have come up between the last playlets build and the production build. Also, I think you mentioned there was some way to cheat the vendor to get items for free? Can you send me a PM with those details? I'd like to fix that bug too. Now a question to everyone else. How is the difficulty curve? I tried to up the difficulty but I'm worried that it might be a bit too hard at the beginning. Do you guys mostly play on EASY, MEDIUM or HARD difficulty? Any useful tactics that you think might be too good a little overpowered? I noticed that more than one person took the tactic of loading up loads of attacks on their missile troops ... that seems really smart and something I hadn't considered.
Good job dev i really like that developer respond to any concerns or questions...for me it didn;t have any problems....loved that this game have something new in all the levels...not boring even after playing for last few days...
The dev's investment into the TA community and the quality of the actual game in tandem makes me think we are witnessing the rise of a new iOS indie legend
Thanks ... that's really nice of you to say. Quick update ... I think the fix is good. I also managed to sneak in a couple more requested changes: - On board camera controls for zoom and rotate seem to working pretty nicely now. They are a new option in the options screen under Gameplay. - Increased starting gold of a new party to 3000 so players can play around and buy something right away. - Increased the character hit points of level 1 characters across the board by 4. It doesn't make much difference to the big tanks but should allow mages and archers to survive at least one critical hit before falling. Hopefully that will ease the learning curve a bit. Just doing final rounds of testing and will submit to Apple shortly. Thanks again for your patience. If this works nicely, I'll be tackling the other requested features and fixes and will continue my play through with the production build to catch any bugs that might have slipped through. Happy Monday!
Thanks for the feedback. For the inventory, when you pick up an item ... the corresponding slot on the selected character should be with a green flashing square. So if you pick up a sword and your current character can use sword in his left hand slot, that slot will have a green outline on it. Did you notice or should I make it more noticeable and bigger? Also, the idea of having an indicator on the actual character portrait is a good idea ... so if you pick up a bow, the archer who can use it would have some kind of indicator pop up? I'll look into something like that. If there is no green highlight when you pick up an item, it either means it's not equip-able and is just used for selling for gold or its an item type that the current hero cannot use. If you click on any of the portraits with the item still "held" a green indicator will show up if that hero can use it. Item usage restrictions are pretty light. All heroes can use cloaks, rings, armour, belts, etc. The only restriction is that some heroes can only use 2-handed weapons, mages can only use wizard staffs, archers can only use bows, handguns can only be used by the Gnome, and dual weapons can only be used by the assassin (and maybe someone else ... don't recall). So basically it's just the items that are carried in the hand slots that are restricted to particular character classes.
I think it is clear, buy this game! I'm having a great time playing this game. One more thing. I really like the possibility of interaction between the different characters. You can cast beneficial spells on friendly characters in the game, I think the correct English word is Buffs? It would be so much better if you could see the buffs on those characters ingame. Ok, You can see the buffs (and debuffs) now if you enter the stat screen of the character but a little icon of the buff or debuff above the character would make a great update and make it so much easier to exploit the immense tactical depth of this fantastic game.
That's a great idea. I originally thought I would leave the particle effects for a special ability on but that proved too resource intensive for mobile. It also looks odd and messy once you have loads of effects. However, I never thought of just having the ability icons visible next to the unit. That should be a workable solution and shouldn't pose any significant performance impact. I'll look into it for a later update. Thanks for the great idea.
Bug Hi, on some of the patrol sheets there are some enemies that cannot be normally attacked. They are next to the doors, you can kill them with your special magic attacks. Seems as though they cannot be targeted, they also do not move or cast any attacks. I will try to get the sheet names, one is the large one where you are surrounded and you get dwarfs, one cannon and two of the giant stone guys to help you. Another sheet is the one where there is a bridge running up the middle you can go up both sides and up the central path/ bridge. There are lots of enemies one is the skeleton king. Enjoying the patrols. I am on normal difficulty and I am not having any trouble killing everything, if anything it is easy to complete sheets, just got to watch out for ranged enemies.
Interesting ... thanks for the info. I want to confirm what level you're referring to because that will really help me debug. For the first one you're referring to, are the enemies a mix of goblins, Orcs and Giant Spiders? Do you recall what type of enemy they were that didn't respond? Were they a mix of armoured Brown-skinned Orc and axe wielding green Orcs? For the second, are there 3 statues on either side of the level? Are there a lot of allied dwarves on that level? For example, do you get to control 3 dwarf iron guard on the left side and an earth golem and steel golem and a dragon hunter on the right? Making sure we're talking about the same levels first will really help me look into the issue and fix. Thanks,
I think I found the issue ... on the one level, which is the goblin ambush, there is an armoured Half Orc and 2 Orcs that can't be reached. This was because I set up walls which are invisible barriers in that area by mistake when I had set up the level. They weren't able to move to you and you can't actually attack them. Will fix this in the update that I submit today.