The Restore Purchases button will work into restoring both the "legacy" deluxe and goblin, I'll make sure that it will keep working that way post 1.17.
Will alternate skins for the two new classes be bundled into the Deluxe IAP in the future? Seems logical to me.
After my level 9 rogue died, started at 6, died, started at 6 and the level 6 dungeon had 0 chests in it and I dont see any chests in the entire level 6 area...suppose one might be hiding, but I've almost cleared the whole lvl 6 area. Bug, bad luck or feature? The problem with rogue is that once it gets hard, you are often toast if you get bad starting luck with poison. Good luck with shields can give you a little extra time, but really, if your poison falls from 3 to 0 or 1, its really really bad news. You cant make up the lost health, you cant do damage, and you cant accumulate shields. Your dog food. My strat with rogue is to pretty much always take poison (unless there are 3 shields or 4 swords). My next highest priority, at least at the start is shields. Unless I'm safe, I always take all shields unless there are 3 poisons on the board. If I'm not safe, but there is at least one poison or shield, I wont grab two swords. Two just dont do much damage without a comforting poison level, and I'd rather have a chance to roll poison or shields. I will sometimes gamble and take 3 swords if there is no poison or shield, as long as things arent going south. If there is no poison or shield, I will generally take the two swords . . . sometimes you surf the danger zone and you just cant build comfort, and if that is the way a battle is going to go you have the whittle the enemy down. Once I build a modest level of safety, I start taking swords matches even if there is also a poison to grab. Whittle the enemy down to less than a 1/3, while keeping up a nice safety cushion, and you can farm gold for a good while if you want. I dont ever take 2 gold absent genuine safety, and I wont take 3 gold early unless there is no poison or shield on the board.
It would be convenient to continue to get additional content free; but if the developer were to include expansion material as an additional one time in-app purchase that would be fair too. I'm sure those neat pixel graphics don't just grow on trees and the ranger seems well crafted and interesting. Hopefully Dominic finds iOS development amusing and rewarding enough for Dungeon Plunder II.
I do wonder. I'm fairly sure on a quest I've only been given 4 of a certain enemy and couldn't it being one short.
Starting work on it soon! Right after I submit 1.16 which will follow 1.15 immediately so probably in 2-3 days. Can't wait to see how those ideas on paper translate in game. Also keep in mind that there's another class yet to be announced that will come with the ranger... Bad luck but not overly. The chances of a chest at level 6 is actually pretty low compared to 7-10, then it drops again at level 11 etc. - basically every beginning of a "tier" is a little dry in chest probabilities. Deluxe is to be considered as the 6, well 7 now , alternate skins presented in the game. I plan to do a mix of both optional, low priced extra content updates (such as classes and skins) and free content (such as 1.15's enemy abilities, 1.16's quests, that kind of things). I committed myself earlier in this thread and will hold my word (even if I get emails asking for rune purchases almost daily): there won't be pay-to-win IAPs in Dungeon Plunder. If you can't stand them buy with confidence. If I do introduce them it will be in an eventual separate free to play version which will not have the same feature set as the premium and will be on separate leaderboards.
That's a bug - fix to be live soon. Sorry if it happens. I always think of pandas as cute and passive somehow
I started playing through with the Rogue. It does seem harder than the Warrior. I am at level 6, and haven't died yet, but have seen some close calls. I haven't seen a single life scroll, which seems unlucky or unfavorable compared to my previous experience. I did reconstruct the distribution of the symbols on the reels for the Rogue: 4 Coin 4 Potion 5 Dagger 3 Heart 2 Shield 1 Shield+Heart 1 Wand (ineffective) 2 1-Axe (ineffective) 2 2-Axe (ineffective) 24 Total The actual order of the symbols on the reels (irrelevant to game play) is: Shield+Heart Coin 1-Axe Dagger Wand Heart 2-Axe Coin Potion Shield Dagger Heart Potion Shield 1-Axe Dagger Coin Potion Dagger Heart Coin Dagger 2-Axe Potion (repeat) One minor suggestion: it would be nice if the Vanish button only appeared when you actually have a Shield or Heart showing, in the same way that the Blade Flurry button only appears when you have a Wand or Axe showing.
I should have a preview of one of 1.16's new quest tonight along with one of the new encounter type. A bit behind on schedule since I had to rework the map structures which required a conversion process for old saved games. Gonna get back to it after taking the kids to the easter farm
Yes I submitted it monday, should be approved sunday or so Once 1.15 is live I'll send 1.16 within a day or two, and so on. I prefer smaller iterations rather than big updates so I can more easily test and control the scope of the changes.
For me, the issue is not wastage, it's just that it takes me an extra second each time to glance around and see if the ability is usable.
I'll take care of it. I think it's the way to go, especially as a solo dev. There's 2 downsides to it though: 1. News site will ignore smaller scope updates so I don't get any visibility with them vs bigger updates which will get wide coverage and extra sales + resulting rankings. I'll try to mitigate this by sending a summary of the latest 4-5 updates to the media but that probably won't be nearly as effective. 2. The more frequent loss of reviews. I appreciated everyone who took the time to update theirs the last time around, hope this continues
On the mage, does the % of mana impact the chance for double shields? Does it impact the % chance of a surge, or the amount of a surge? How does surge interact with the number of wands you get? Right now, it seems to me that your better off just taking two wands and whatever else might be useful rather than trying for 3 or more wands...just not worth it. In fact, I'm wondering if you should affirmatively discard the 3rd wand to have another chance to get a shield or mana match. Also, if wand hits use 50% mana always, than your not always getting credit for mana that you get the same turn as the wand hits.
Mana % has a very big impact on the chance of a shield absorbing 2 damage, on the chance of a surge (formula isn't a 1:1 ratio - 25% mana is lower than 25% surge chance for example) and the probability of a surge stun. Surges always do 2x damage applied at the very end of all modifiers, no matter what your mana % is. It's damage is based off your base spell damage, number of wands, attack skill points, attack runes and the potency of your attack artifact.
Here's a preview of one of 1.16's first new quest that you may encounter (they are randomly generated so not every game will be the same) where you gather elven clothes to have a weaver craft you a piece of armor: 1.16 will be submitted a day or so following 1.15's approval.