Ah, I see. We've tried to keep the floating messages for item drops as short as possible, so we are just displaying the armor category. The category 'Plate' covers both plate armor and chain mail. So I guess you've got a chain mail in this case. Never really thought about this before. We will try to make the message less confusing for the next patch. There are basically two types of chests: a) Random content: Gold, normal item or (with a lot of luck) a rare item. The gold amount, respectively the item quality, is based on the level of the scenario. b) Specific content: Whatever we are willing to give you . Most of the chests have random content.
Initially gold was in short supply but my play style was such that I rarely recruited mercenaries and focused on upgrading items. Typically I equip items that were better than what the unit had and always sold anything inferior. Gold I spent at will but towards the end I recall having accrued a bit of coin (sitting on 5,640) because I was satisfied with units (who were at level cap) and items on hand. If anything Kingturn needs more variety of higher end gear, after a while you seem to top out.
I would bet money that was what happened because I have a lot of chain armor and probobly wouldnt have noticed a new set. Thanks for the explanation. Also thanks for the explanation of the how the level of the chest loot is decided.
Yeah, I said Kingturn Plus will be postponed to 2015. Just kidding . We are making good progress and should be able to publish Kingturn Plus latest on July, 11. And I think the final scenario overhaul we are doing right now is well worth the (waiting) time.
To throw you at least a small bone ... We have added a new enemy class type to Kingturn Plus as well. The Grimlog Archer. While this might not sound very exciting at first glance, Grimlogs finally cover all 3 damage types physical, magical, and bow.
Maybe I mis-spoke; I'm not 100% certain there is a level cap. However, on completing the game the highest level unit in my squad, and there were many at this level, was level 17. Great news! Final scenario overhaul?
For the initial Android release of Kingturn Plus we had made plenty of changes compared to the original Sw&Ear already (new scenarios and scenario overhauls to address the differences between the two games). While play testing Kingturn Plus for iOS now, we thought we can take these changes a little further. Just to give one example: Since Sw&Ear was our first game, it made initially a lot of sense to make the first scenarios comparably easy, because there haven't been any experienced players (I'm talking about experience with our games, of course ). This has obviously changed now, so we've tried to find a balance between making the scenarios not too difficult for new players, but also not too boring for experienced Kingturn / Sw&Ear / Knighturn players.
Keeping scenarios around? Hey do you guys keep some low level sub-plot scenarios around on the map for leveling up new characters or do you guys just not worry about it and complete the scenarios?
I blasted through all the scenarios at a level before proceeding to the next level scenarios; although it is an interesting idea to save some low level scenarios to level next characters. However, you can purchase training/advancement for new levels from camp.
No. I tried to go through every side scenario as soon as it was thrown at me. Only a few (where the level requirement was too harsh) I postponed until the first possible moment where I could finish them (checked back regularly). This forced me to replay many sidequests several times, resulting in extra XP/gold/items. If you need extra money, it is much easier to replay the hardest scenario available (and quite just before finishing, if needed), and level lower-end troops with that gold.
Ok, how in the hell do you beat Scene 19? The one with the witches where you have to protect the first knight? I have lost count of the number of failed attempts, and no matter what I do it's impossible to get anywhere. On one attempt, the First Knight got nuked from Max HP in the very first round by getting hit by every single witch, and there was literally nothing I could do to stop it. It's absurd. My guys are all lvl 11/12 (Scene 19 is rated lvl 10), they've all got the best eq you can buy, the paladin is in full healing gear, and everyone is focused on Mag Def. I'm playing on default difficulty, and it is ludicrous how uneven the fight is, particularly given how poor the AI on the three knights is (none of them focus on a single target). Given that you can't even buy Mag Def armour for Gregory or the paladin, I have literally no idea what else to do. Any tips?
For first knight scenario, which is challenging and one of my favorite scenarios, keep at it. I think First Knignt is a scenario that is won in the first few moves. I don't remember the exact character arrangement but here are some thoughts that I used. Let us know how it turns out and what works for you. Spoiler Capture an enemy base asap so you can spawn reinforcements. Initially, until you capture a base, everyone is expendable. If first knight, who I used offensively (but not as first wave) dies then restart. Once you capture a base then switch to defending him. Use the paladin to focus on healing unless she can perform a strategic strike. When possible heal the NPC yellow units; you can't control them but they are valuable. Arranging your characters efficiently in the first move seemed very important to me. Use switch places skill on first move to pull First Knight out of the immediate combat zone. As your units rush in this keeps him out of range of the witches' initial attacks and allows you to focus on assault. Consider using Eugene's charm skill to nullify one witch, this could prevent a powerful attack or their own charm freezing up your character. I used Gregory's charge ability to catapult him out towards one of the enemies and draw first blood on first move (otherwise be wouldn't be able to reach foes). This will also make foes more likely to attack him and draw fire. I'm a little vague on character arrangement but I recall surrounding the central base initially to pre-occupy enemies. I think the wolf character is in the crew and has greater mobility to circle that central camp and draw enemies from the other side (alternative the switch positions skills works). Supporting Gregory, wolf, etc with healing paladin keeps heat focused in the middle of the map longer. While witches cluster in the middle to focus on defending that central base have Eugene (with shadow/hide ability or charm) and another unit or so move along the parameter to capture a less defended base. The base in the Southeast seems most accessible. Spell casters can be stationed around this middle base but case spells to support the parameter group seeking the southeast base. Avoid grouping your units near one another, whenever possible given the small map, because the witches have a 3x3 square radius power attack. Once things get going (and you bave a base) use Eugene's hide ability to camp him by a less densely defended enemy based and rush in with a physical unit to have Eugene finish off enemy unit on base tile while physical unit steps in.
Focus system confusion There seems to be a lot of confusion about how the focus / training system works (we've got another email from a puzzled customer today). Do you guys think the following in-game note would clarify most of the questions? Or maybe someone has an idea for a better (and maybe even shorter) wording?
Noted. We will thoroughly check scenario 19 again and rebalance it if necessary. At least we will add a few hints how to beat this scenario. We've spent hundreds of hours to balance the game, but of course we might have misjudged the difficulty of some of the scenarios. While many of the sub scenarios (blue map marker) are intentionally quite difficult, main scenarios (red map marker) are not supposed to give the player such a hard time on default difficulty. From my side there is not much to add to undeadcow's excellent strategy suggestions. Only stressing once more a point he has mentioned already: **** Spoiler **** Spoiler Use the 'Change Position' skill during the first round (one or more times) to move the First Knight to a less exposed position. There is also the Priest skill 'Intervention' that makes a unit completely immune to damage for one turn.
Scenario 19 is beautiful as is, in my opinion. It's challenging but that's great. Hints might help. I know Mangobile has a practice or altering difficulty balance as needed but what might also be interesting is to have some scenarios intended to be challenging and puzzle like. I need to play more skirmish mode because maybe I would find more difficult levels there. I like that wording and do think it would clarify the option of focus. It might be good to have an instructional pop-up about focus when users first browse that screen. This sort of element isn't typical for SRPGs so users might need more information about it than is allowed in that UI. Maybe as a secondary option even throwing information about focus into a hint screen or two.
I think that's fairly clear. One thing that could make it even clearer (albeit at the cost of some implementation overhead) is a screen that displays the focus of all of your different units at once and lets you change them all from that single display. That would show everyone what focus is and what it's good for. Another possibility would be to have no default focus at all, but whenever you get a new unit you are required to choose a focus. Again, this would force players to focus on what focus is and what it's used for. Or, equivalently, every time you deploy a new unit to the field you would be asked to confirm or modify its focus. These may be bigger changes than you want to make---just throwing out ideas.
I just picked up Kingturn a couple days ago on the advice of undeadcow. I don't consider myself a graphics snob (I'm 35 and grew up playing the Atari 2600 for goodness sakes), but I admit--to my shame--that I was turned off by the graphics at first. I'm very glad I gave it a shot. This is a game with an interesting storyline, deep customization, a fair amount of difficulty, and a world of customization. I enjoy the sidequests as an opportunity to explore more and gain more loot, but I also enjoy the straightforwardness of the main storyline. The classes are well balanced, and there is a lot of polish for a game that, at first glance, seems to be nothing more than a rushed app with little thought put in. Again, I am very glad my first impressions were wrong, and I am disappointed by my kneejerk reaction to the screenshots. There is one request I have for the dev, however. I don't code, so if my request seems ridiculous, feel free to tell me so. I would like portraits for the main characters during their speeches. I find it easier to connect with the characters when there's more than a sprite talking. Just a suggestion. Thought I'd throw it out there. Thanks for making a great game!
From a coding point of view it is actually not that much work. This is more a question of the available artwork. I can imagine that you are aiming at something slightly different; nevertheless, I'll give it a shot. The attached image shows on the right side what we are displaying right now during a speech. On the left side you can see what we could display instead. Would you consider this as worthy improvement already?
Oh yeah! Absolutely! That's perfect. Thanks for the super fast response! By the way, when you talk about artwork, do you mean something created in a paint program? Or can it be hand drawn artwork? I understand that even hand drawn stuff needs to be transferred to a computer, but I wasn't sure about how hard it'd be to make that transfer.