This. I hope if you make any changes to the chests you make them optional. I think it is perfect the way you have it now. Why would anyone bother opening a chest if you get it anyway?
Personally, I love current chest design, which makes them an optional goal that needs extra planning to achieve. IMHO, you should just edit mission descriptions for those missions that require something other than killing all enemies and mention that killing them all would also result in a win. The thing with the wolf was just a bit jarring because you can't even get to the chest without changing position with it and not knowing that mission would end with it's death, why would you do it?
Hhmm...how do you handle loot, niebau? One possible solution which works if you use loot tables (like AD&D does) or something similar: If you get the chest during the scenario, use a higher-ranked loot table. If you get it automatically after winning, use a lower one. If the difference is large enough (e.g. rare/epic equipment can only be acquired from chests you get during the scenario), it should provide enough incentive to go after the chests and not simply wait till you win.
An interesting idea as well. Yes, that would be possible. Anyway, I think it's obvious already that it will be difficult to find a treasure chest solution that makes everyone happy. Unless we offer several different treasure chest modes, of course, which would be probably more confusing than helpful (not to mention the effort). So for the time being, I suggest we don't do any changes, and see where this discussion is going. Nevertheless, I really think that DaviddesJ treasure timer design is a very good one. And I'm very much inclined to use such a system in a future title.
Hey niebau do u get that many suggestions from the androiders lol.. Since you have like 3 versions published there
Strategy tip for the last scenarios Not sure if this might be a spoiler, so it goes into tags: Spoiler Invest into some high-movement units, like Wolfriders (I bought an additional one for a total of 3). They make the later scenarios much easier, and also help on earlier larger maps. While your "tanking force" keeps the enemy busy and slowly advances, the Wolfriders rush to wherever you want them to be. And I finally found a good use for the Bandits, which did not get much love from me till now: A strikeforce of 2-3 Wolfriders accompanied by 2 Bandits for healing is excellent for moving along one flank and capture any enemy camps there. And the Bandits make a nice distraction, too For extremely fast movement, give the Wolfriders +Move rings and set their focus to "Move" for a whopping 8. So far, 7 move has been enough for me, as 2 turns carry you across more than half the map easily. Had I figured the above things out earlier, I would have gone for even more high-move units, e.g. 4-5 Wolfriders and a matching number of Bandits, so you can keep the pressure up when your first wave bites the dust.
Fortunately, I was smart enough not to use a forum for the Android version. And I still wonder how I could let myself being dragged into this one *points at undeadcow*. But seriously now, actually it's not that much of a difference. I've got many suggestions from Android users via email, and I've started a feedback thread for Kingturn last year. While there have been some feature requests that I simply had to reject as a developer (e.g. compatibility or consistency issues or just an insane amount of work), there are many suggestions that made into the Kingturn version you can see today. E.g. we didn't have a load and save icon in the Ally camp (just a menu item), and the Options had been accessible from the main menu only. Other suggestions we've implemented were related to minor class or skill changes, or 'just' bug notifications. And there was a long discussion about Kingturn's ecosystem (e.g item prices). In fact, quite similar to the treasure chest discussion now. Well, it's always about money .
GUI improvement request Hi niebau, got a request to improve the GUI a bit more: With many units in the army, swipe-scrolling through the list gets a bit cumbersome. What I tried naturally was to "tap&hold, then swipe up/down" the scrollbar on the right, to scroll faster. Alas, that does not work. Could you consider adding that, and the following as well: Buttons on the left, at least on an iPad2 there is enough space for that: - Jump to top/bottom of list - Scroll one screenpage up/down
Re: units leaving the party because of the story, I too would like them to leave their equipment behind. It is kind of disheartening to lose, not just the best units, but also the best items you have in this manner. And later on, possibly unique ones. Yes, I know that I can save before every mission and then re-play it if something like this happens, but I prefer not to. I understand that the characters need to have some equipment if/when they rejoin, but can't they get some generic level-appropriate kit? Otherwise, I am really loving the campaign. Finally had RNG work in my favor and not respawn an enemy unit... it was glorious. A great change. I also really love the abilities re-design for units, at least at this early stage. The way spearmen work now, for instance, with reach-out, I see them remaining very useful for a long time, unlike in Knightturn.
I agree, departing units simply leaving their equipment in inventory would work around the issue of knowing who's going to leave and taking their equipment away in advance.
We can try to achieve a similar scrolling behavior like Apple's standard scroll list (a quick swipe speeds up scrolling and a tap stops the scrolling). As for the buttons ... at least they don't fit on the iPod 4G I have been using for testing lately, and quite likely other devices as well. To be frank, I don't want to start with device specific versions. That gets out of control rather quickly, especially if we should consider to publish the game on other platforms as well.
Reasonable. Granted. We will change that as soon as possible. Edited Note: Implemented. Will be released with patch 2.02.
Fully agree on the device-specific versions, that can be an ugly can of worms to open I don't know how difficult the "swipe the scrollbar" thing is to implement, but I can say that I saw it used in other games, and it worked amazingly well: Slow scroll when swiping the list, fast scroll when swiping the scrollbar.
Yeah! Best news I've heard all week. Bring on Kingturn Plus! Thanks to Mangobile for porting over these to iOS! I love the idea of "timed" chests that must be attained within x number of turns as a variant and think that would add a cool feature if mixed with heavy lock manually attained chests. I agree with Abbadon, I'm not fond of the automatic reward on completion chest idea. Catering to grinding by allowing users to grab a chest and retreat might also create some balance issues or seem to encourage "cheap" tactics rather than strategy. It's not necessary to resort to chest grabbing to progress as is. One thing I noticed is that especially early on Kingturn's in-game coin market economy is well balanced forcing users to decide between items because they're not easily attainable. This is less so later but early on the balance was great. I'll be curious to review the Mangobile forums when I get a chance. Also consider an alternative narrative based method of returning items to users. If a character leaves the party unexpectedly then maybe feature them in a subsequent scene that "rewards" the character's gear, if possible (i.e. Elmer leaves the party, but the next side quest options the ability to bash robbers who have stolen Elmer's gear). It would be interesting to follow-up with lost characters and feel like you're "earning" the gear.
If I understand you correctly, this sounds fairly easy to implement (definitely easier than the Apple-style scroll list). I'll do some experiments and see how this works out. I might get back to you via private message concerning a few details.
Sure, go ahead. And I need to remember which game it was that used this, so I can show you an example. Somewhat losing track of specific things like these, got too many games apparently
Head hunter 4 is currently giving me some trouble. Those giants are tough. I'm thinking that I may have to level a second trickster to be able to keep 2 giants at bay simultaneously.
I can recommend Bandit Archers for that. Two of them deny one Giant any movement. If I remember right, I kept one from moving, and focused everything else on the other. And your Knights should be able to survive even a hit from a Giant. Sidenote: I just finished the campaign story. Nice to see it is not over yet Amd the next to last scenario before a certain event was the toughest and most interesting ever. No reinforcements? Are you kidding me? Well done, Niebau!
I've started fiddling around with your suggested scrolling mechanism, and so far it's working out very nicely. The main thing that remains to be done is to determine whether to use a constant speed for fast scrolling, or a speed that depends on the size of the list. While using the later approach seems more logical to me, my tests with constant speeds felt actually more natural so far. Have to play around a little longer ... Edited Note: Yeah, I think constant speed is the right way to go. Will be available in patch 2.02 as well. Awesome tip, Sheinfell. Makes scrolling much more enjoyable, especially on tablets.
So... I just wanted to say that Gaspard is a BADASS. Spoiler I love how niebau gives "subtle" hints regarding Gaspard's mistrust in the witch, and then boom, knife to the throat!! Also, the chest item on that particular map is truly amazing. I hope you guys looted it! I love this game, and all of its dialogue scenes. I'm taking my sweet time going thru the campaign scenarios cause I don't want it to end...