Wasn't sure about paying the $5 to unlock the whole game but did so and have enjoyed it a ton. I did beat both the Skirmish and the Main Campaign (only have repeatable quests left on both) and had a lot of fun doing so. I went with the assassin as my primary and paladin as my secondary hero for the Skirmish; I am curious what other people did. I was able to farm for quite a bit of legendary gear with my assassin, so that worked out pretty well. I haven't tried permadeath yet, but I will probably try the campaign again with that option selected as it will definitely change my approach. I spammed troops on some of the scenarios. Has anyone here also played Wesnoth? They are similar although this has a more complex gear and skill system.
I went with 2 Wolfriders, simply because I like having a few speedy units around for setting up a flank attack or making a run for a tactical spot (e.g. barracks). Unfortunately (well, it happens in most strategy games) this works for many scenarios. Which is why I love the "8 vs 8" Skirmish scenario. Really forces you to think on what to do with which unit, and which tactic to follow (e.g. "protect the Summoner at almost all cost", "do I sacrifice my Mage for taking out enemy X? Or let it go and keep the Mage around to deal with those Ghosts later?"). If niebau ever makes another game in that line, I would wish for more challenges/similar scenarios like this one. Yup, played many of the Wesnoth campaigns on PC, but lost track of it a bit over the last 2 years or so. The main difference is that in almost all Wesnoth campaigns XP for your troops are more limited, so you need to plan much more carefully which unit to advance into what. One feature where Wesnoth is clearly ahead is the different advancement paths you can choose from for many units. Would be nice to see something like this in Kingturn2 (or whatever it will be called) as well. But then, most Wesnoth campaigns have no gear system at all, and only very little in terms of unit skills; with a few campaigns being the exception to the rule.
I do enjoy games and scenarios, where it is a given number of your units against a given number of enemy units. Didn't yet play Kingturn's skirmish mode, but I assume that it is similar to Headhunters Guild training scenario? OTOH, I also really love Kingturn's default mechanic of capturing spawn points and that getting a unit killed isn't such a big deal. I find the AI good enough (on Master) that you really need to think about what you are doing, which unit you can't afford to lose for the next 5 turns, etc. Personally, I liked Wesnoth, but losing my long and diligently levelled promoted units if RNG turned against me or I made a mistake, caused me to abandon it eventually. Yes, you can replay a scenario and yes, you can save manually, and revert to that, but personally I like to forge forward and snatch victory from the jaws of defeat without this makng further progress in a campaign much harder/impossible without grinding. Some scenarios requiring the first 1-2 turns being played just so for victory to be possible, didn't help either. That would be my second wish for a Kingturn successor. The first would be a fully-fleshed terrain system and maybe elevation in some form. Not 3D, but there used to be an old turn-based tactical game on iOS called Reign of Swords and it did ramparts and towers and their effects (bonuses to range of archers, defense bonuses, etc) quite well in a 2D engine.
I'm really curious about buying this, just a couple of things holding me back. Firstly, what are the chances of a sale soon? Also, I'm not a graphics whore, but the art style looks painfully basic, is this off-putting? One last thing, what's the difference between this and the plus version on Android? Thanks a lot!
Yep - I still have Wesnoth on my phone although I don't play it often these days. I think that it was the need to play the first few turns a very certain way on some of the campaigns that made me eventually move away from the game. I also feel you on the RNG aspect and went the save route too much to avoid that. It is a tough game but has some great strategy elements. I felt like Kingturn was a much easier and much more accessible version due to the lack of penalties tied to dying. I even leveled up on Skirmish by intentionally going on suicide missions.
We want to have the same prices for iOS and Android (as far as possible). Since the initial release of Kingturn for Android (more than 1 year ago) we've never changed the price so far. So chances for a discount or raise are quite low. Kingturn Plus uses the same game engine and game mechanics like Kingturn. The stories and scenarios in Kingturn and Kingturn Plus are entirely different, though. Furthermore, each title has a few exclusive units, e.g. Trickster and Summoner in Kingturn, and Ranger and Amazon in Kingturn Plus. There are also some variations when it comes to music tracks, available items and environments (e.g. snow / ice in Kingturn Underworld). Basically you can think of Kingturn as a trilogy: Part 1: Kingturn Underworld Part 2: Kingturn Part 3: Kingturn Plus In other words, if you really like one of the titles above, it makes perfectly sense to play the others as well.
Yes, it sounds like you have played all scenarios currently available in the main campaign. There is a good chance, though, that we will add further scenarios in the future.
None of the Mangobile games have ever changed price more than a dollar or so; but if you give Kingturn $4.99 it'll give you the fun of dozens of $0.99 apps. It is a good value for money I find the graphics accessible but Kingturn is free for you to download and find out how it suits you. If you do like retro games the graphics should be no problem.
Just to clarify, I wasn't asking if a sale was coming up because I don't think the game is worth full price, I personally just dislike buying a game only for it to drop in price a day or two later Thanks for the replies guys.
After giving it some more thoughts (and tries), I think you are absolutely right. While our fast scrolling introduced with version 2.01 might have its own merits, it is certainly not better than the 'standard' scroll bar behavior (dragging the slider). We will change the scrolling mechanism accordingly for the next patch 2.02. Sometimes developers should just listen to their players .
hey guys! i really love kingturn. but there is one thing, i dont understand. when i train my characters, the green value is higher then i actually get this stat when i raise it. for example i wanted to raise the movement speed for my trickster (eugene). from 3 to 4 (i guess). so picked move stat and the green value showed 4, so i thought when i train this it will be 4... but it still was 3 afterwards... so i put another train in it... again the green value showed 4 but after the training it still was 3. or with SP... i wanted to raise the SP for my bandit archer a bit. i guess he had about 21. when i chose the skill it showd about 26... so i thought nice, a good raise. so i trained it. but after the training i only had 22 SP. i ABSOLUTLY dont get it... maybe you can help me :/
Hi believe what you are doing is focusing one stat; for every character you can have one single stat "focused", you click on it and a green box appear indicating that this is the focused stat; this is different from training a character, you do this from the training option and it should increase some of all the stats. Hope that helps
Gladly. Let's start with the main point you seem to misunderstand: The currently focused attribute (green number and green frame) has absolutely no impact on how attributes change during training / level up. Which attributes are raised during level up is based on the class alone, so the player cannot influence this in any way. The attribute movement (Mov), for example, is never raised during level up for any of the classes. However, there is a passive skill called 'Mobility' that increases Mov by one, if the unit reaches the required level for this skill. The sole purpose of the focus system is to strengthen one of your unit's attributes. It makes perfectly sense to change a unit's focus from time to time, depending on how you plan to use the unit and on the scenarios themselves.
What does it mean, if it doesn't affect attribute gain at level up? That's what I assumed too and decided not to mess with it. I am most of the way through the game and never used this system, but what happens if you focus, say, a movement stat as CoRex did? Or any stat, really?
If you set the focus on an attribute, the attribute value is increased. If you focus another attribute afterwards, the previously focused attribute is reset to the original value. You can use this, for example, to boost the physical defense value of a warrior by sacrificing some of his ATK strength (ATK is the default focus of a warrior). By how much a focused attribute is raised depends on the attribute and the level of the character. For example: Lvl 1 character --> Atk focus --> Atk +2 Lvl 15 character --> Atk focus --> Atk +16 Movement is the only exception in this case. It is always increased (only) by 1. The default focus of the classes should be quite reasonable, so it is not really necessary to change anything. On the other hand, focusing an Assassin on SP for example, allows the Assassin to use Stealth Strike more often. The whole idea of the focus system is to be able to further customize your units. I have chosen this design (a long time ago) for two reasons: a) Unlike a classic skill tree, you can always quickly undo your choice by setting a different focus b) The default focus gives you all advantages of the system, so you don't have to micro manage your 30+ units if you don't want to.
The focus system sounds great; how did I overlook that? Can you clarify on how to set and change focus?
Changing attribute focus In order to change the attribute focus of a unit, you simply have to tap on one of the attribute panels in the character stats overview. The only prerequisite is that your character has to be still in the barrack.
Ditto. To be fair, it is kind of obscure, though, as far as in-game explanation is concerned. But the possibilities are great indeed! Man, the game has depth... Did old Knightturn have it too or is it new in this installement?