Heroes and Castles 2 - by Foursaken Media (action-RPG/castle defense/strategy)

Discussion in 'Upcoming iOS Games' started by Foursaken_Media, Oct 23, 2014.

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  1. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    We'll announce launch dates as soon as we have a better idea of when! Right now I can't say if it'll be out by the end of the year, or early next.
     
  2. legit_sauce

    legit_sauce Active Member

    Jun 1, 2014
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    Ok thanks for the reply
     
  3. What's one of the more fun units right now to build for you guys? the dwarven miners sound cool...

    It almost has a Starcraft feel from your descriptions.... Attack and counterattack based on the different units and weaknesses of your opponents.
     
  4. Picture on Twitter!

    I've attached it here, too.... Wow. Dudes, I know there is polish to be done but... Wow. This is ridiculous... Some observations...

    0/100 in top right. That is where unit count used to go... 100?!?!

    War spider... woah.

    Giant shielded dudes.

    A desert landscape?

    Active abilities upper left..

    Heavy attack... Shield... Sprint... Normal attack

    Seriously...a giant mechanical war spider. Ridiculous.
     

    Attached Files:

  5. workingman

    workingman Well-Known Member

    Aug 9, 2012
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    This game is looking ridiculously good, the release can't come soon enough. You guys certainly are very talented at what you do and I'm glad to own Apple just so I can play your games. Keep up the good work because it's certaintly appreciated.
     
  6. Infinity89

    Infinity89 Well-Known Member

    Apr 8, 2013
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    Is the beta registration on or am I late? Was busy with exams!
     
  7. redribbon

    redribbon Well-Known Member

    Jun 11, 2010
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    entepreanur,programmer
    i must say that im quite impressed by the graphics. is it built with unity 5? or at least metal implemented?
     
  8. CobrasMano

    CobrasMano Well-Known Member

    Mar 15, 2014
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    Looks nice! Can I beta test it too? I've played a whole year H&C (mostly on coop) and I got some suggestions based on experience :)

    For the King!
     
  9. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    Haven't released any info on beta yet... we'll do that here as soon as we're ready!

    We're actually using our own engine (Origin Engine) for this and all our games. Not sure about Metal quite yet at this stage of development.

    We'd love to hear any and all suggestions and thoughts :)
     
  10. ImJPaul

    ImJPaul Well-Known Member

    May 23, 2012
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    MGMT!
    Baltimore
    Newest screenshots got me going ###. Sooooo pumped for this game!
     
  11. redribbon

    redribbon Well-Known Member

    Jun 11, 2010
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    entepreanur,programmer
    its great! cant wait to see it in action. i just cant imagine what you guys can do with graphics once metal gets implemented :D
     
  12. CobrasMano

    CobrasMano Well-Known Member

    Mar 15, 2014
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    Well, here we go! These are my suggestions (based on the original game and mainly on coop mode):

    - As many others have suggested in the past, a real mage/sorcerer/caster class. Mind you, I liked the idea of mage from H&C but I agree that he should have been ranged (for instance, his fireball as main attack). Moreover, his skills and spells could deal damage based on the enemy's health. Lighting damage (main damage) after 30 or 40 mins in coop is too low.

    - About Engineer (or Druid or whatever support class), how about an ability to set up tactical towers along the field. These could be slowing, damage or poison towers (maybe healing towers?)... (also based on level or health of the enemy for longer coop games)

    - Playing 2 support classes is a bit underpowered at times. Since damage is capped to 999, that support team isn´t getting full damage bonus (rifles). The same can be said for any situation where you can't get more than 999 damage with your hero.

    - There is not a reliable counter for catapults/wraiths. No, fire wizards and hunters won't focus on them and are very ineffective :) Furthermore, there is an 'invisible wall' by the catapults and sometimes one cannot take them out as they come.

    - A different balancing system, something to reward skilled play. Sometimes having a level 99 with a somewhat good damage is counterproductive as you will face stronger enemies/waves instead of a quiet situation (for a while). The 'if you don't kill anyone, noone else will come' system rewards low level players and puts you off of killing enemies.For instance, kitting. <- most important one regarding coop/online/endless (imo).


    Some other thoughts/suggestions for the general game:

    - Castle against castle versus mode? I didn't really like how versus was implemented in the original H&C since you can't choose which side to fight in. In fact, most of the players prefer coop.

    - As someone else said, maybe adding some flying units (dragons).

    - Regarding connectivity: Online chat, friend list, status (connected or not, in game or not) of your friends.... a lot of improvement can be made here, despite I dunno if this is possible since you use GC.

    - The old request of having some of a trading system for runes (or weapons/armors in this case). If this one may be a paradise for hackers/exploiters then just ignore it :p

    - Something to prevent damage or gold hacking? Despite it's been a good while since I don't bump into any of them, some logic control can be implemented. For instance, a level 10 player can't deal more than a certain damage, let alone 999 damage or having more than +6 gold income per second. It's just logical.

    - Maybe a more detailed descriptions for skills/abilities. For instance, Mage hp is capped at 1500 and it's not said anywhere. Or Barbarian's stackable damage which is also capped (unfortunately) and you can only know it by playing.

    - As also RPG fan, how about sets of items (like in Diablo), if you complete the set you get some bonus.

    - I don't know if we will have this problem anymore, in the original game coop if one played using an old device and another player played using a more powerful device, the online performance was very poor, almost unplayable. For instance, iPhone 4 and iPhone 5 playing same online game.

    -How about getting more info about your online partner before it gets into the game? If you are high level you don't want to play with a level 5 partner... Maybe a filter system or the option to choose to play it or not.
     
  13. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    Thanks for the thoughts! A lot of stuff has changed, so just isn't as applicable in H&C2, and a lot of that stuff has actually already been implemented. We've completely reworked a lot of the internals as well, so specific balance feedback will probably be more applicable once we get to beta... some good thoughts on potential co-op additions, though!
     
  14. Lookfar

    Lookfar New Member

    Nov 26, 2014
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    Suggestions

    Having just been directed here by Cobras after partnering him in the original game ten minutes ago...which is still a favourite I wanted to add my own two cents as this is without question my longest and favourite played game of all time.

    Hard to make suggestions when you are basing them on H&C1 which is likely to be nothing much compared to H&C2.

    Multiplayer. COOP
    I hope CB's comments re player matching are possible to implement. Having a few 99 chars (did I mentioned I love this game) I would be great to choose to be matched with lets say only level 50 or above.

    Support buildings.
    My biggest gripe in H&C1 was that I wanted to use mages on the walls and in the field but they were as about as useless as a peasant.. too squishy, too expensive.

    I hope if this type of field or wall unit is present again it will have a building that improves their survivability or function like dwarven hut did for dwarves.
    Wouldn't it be great if they had a shield like the enemy sorcerers did... or 'something'...

    'Cover'
    It sounds great that players will be able to block. Any thoughts on having degradable trees or boulders that provide actual cover but get destroyed over time.

    'From behind' damage
    Ok.. sounds rude... Assassin had backstab.. but it would be great if damage was increased against enemies if hit from behind and to your own player as well.

    Friendly Fire
    To increase coop skill... Friendly fire would make this game far more skilful. Swing your sword, fire an arrow... and hit an ally be it NPC or player and 'irl' they would take damage or die. I love realism... would be good to have this in as an option for people.

    Runes
    Legendary Runes came often enough but weren't too elite. I would love rune drops and their 'strength' to be directly related to time survived on endless. So the longer you survive the better the reward chance and thus it might allow you to survive a 'touch' longer next time as you're slightly better buffed.
    It would increase the replay ability I think and keep the leader boards constantly evolving.

    Payment.
    I played the free version.. loved it soo much that I bought runes just to support you guys even though I sure didn't need them. Happy if this goes pay up front or same way. You will get my money other way.

    Hope you can comment on ... my comments.

    And.... invite me to beta :) !!!!
     
  15. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    Thanks for the suggestions :)

    The catch-22 with MP matching is always about player base... we could easily have matching tiers based on your level, but then it depletes the pool of possible players, which in a paid game can already be quite small. Matching with only 50+ players sounds great at first, until you realize you can't get a game :p

    Lol at mages :p... H&C has always been, and will continue to be about balance. Mages are squishy, bc they out-damage any other unit in the game by far. Make them more survivable and they become a spammable unit that trumps all else. The idea with them was that you have to screen them with hordes of peons or other cannon fodder units to take the brunt of the damage - or conversely defend them carefully with you hero. They are definitely not a "hands off" unit. But again, the most important thing is that there is never a "one unit trumps all" strategy.

    As for pay model, it'll be paid for launch, then we might release a free version down the road.
     
  16. Woodrith

    Woodrith Well-Known Member

    Oct 4, 2014
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    Hooaah
    Outerbounds
    I just downloaded the original a few weeks ago, seems you guys really care about this development so that's got me excited! Enjoying it so far, can't wait for the battles to become more epic!
     
  17. BigMuddyGames

    BigMuddyGames Active Member

    Nov 26, 2014
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    Canada
    This looks pretty sweet. I love castle defence!!
     
  18. Fangbone

    Fangbone Well-Known Member

    Oct 30, 2012
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    Michigan, USA
    I'm chomping at the bit for this!
     
  19. Hiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii!!!!!!!!!!!!!!

    In all seriousness, hope game is coming along well! So, H&C2, huge Block Fortress Update, wonder what else is in the hopper... hopefully, some downtime for the holidays.

    You guys need to put out another screenshot for speculators to talk about :)
     
  20. KineticBlur

    KineticBlur Well-Known Member

    Jul 21, 2014
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    #140 KineticBlur, Dec 4, 2014
    Last edited: Dec 4, 2014
    EDIT: Whoops! When is this game releasing?
     

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