Basically I've meant the image files provided by our artist. The ones we are using in-game to display the characters and their animations. Many RPGs use different artwork / images for depicting units on the battlefield and for character portraits. What I was aiming at is that we don't have separate artwork for character portraits right now. The suggested portrait from above is merely the upper part of a (battlefield) unit based on a higher image resolution. I'll have a look into that and see how much work is involved .
Well, let's just try it out in the upcoming Kingturn Plus. Here is a screen shot of a first implementation.
Great suggestion by Ludka33; I really like the implementation in that screenshot. Wait... did someone say Kingturn Plus again?!? [Almost] one more month, I think... fingers crossed! Glad to see you're finding Kingturn to be a blast, it's a great game.
Seconded. There are many good suggestions in this thread now, and it's a pity that we probably won't be able to implement them all. But this feature just took a few hours to do. The main work was actually creating the portraits from our existing artwork. And here it is ... The TouchArcade exclusive ultimate Kingturn trilogy portrait collector's edition .
Any chance we can get a poster of that? It is so awesome! I really love the artwork. My son started playing too and tells me every day how much he loves Kingturn. He's actually finished the game and playing it again for the second time. It's great that we get to talk about strategy together.
That's really cool . The youngest Kingturn player I am aware of is 5 years old, by the way, and the oldest one 71 (updated from formerly 67). My little girl is still too young to do anything useful with a phone, but she is quite good already at switching off my computer at the worst possible moment .
Ditto. I didn't find it that difficult, on the contrary, I thought it an interesting and very satisfying scenario. The important thing is to distract the witches so that they don't concentrate on the mission-crucial knight, heal him as often as possible and seize a spawning camp ASAP. I have my Eugene tricked out in the best magic-resistent gear for his level and a +movement ring and used him to capture a distant camp. I may have also used position switch ability on the knight leader a time or 2 to get him out of danger.
According to our schedule (and other duties) there are two possible release dates for Kingturn Plus right now: - July, 11 or - June, 20. I'm trying to push the Kingturn Plus release to June, 20, but I can't tell yet whether this will work out (depends on our luck / succcss with Apple's review mainly).
My son just turned 7. He really loves Kingturn and is actually playing right now. Can't wait for the new release!
After having replayed scenario 19 a few times now, I would agree with you guys. So I have only added two additional in-game hints, which should definitely help beating the scenario. The one thing I have considered is to change the initial unit setup of the player. But I don't think this is necessary. Here are my thoughts and a few tips as well: *** Massive Spoiler *** Spoiler General tips for this scenario ------------------------------- - Think of the 'First Knight' as your main tank like you would do in an MMORPG. He is supposed to take most of the damage, but if he dies --> wipe. - Capture a barrack as fast as possible, and then move out Edwin (the priest) to keep the First Knight safe. - Make use of 'anti-selection': E.g. focus on killing witches and leave the wolves alone (or the other way around). Team Check ----------- The two main goals in this scenario are obviously to capture a barrack as fast as possible, and to keep the First Knight alive in the meantime. Let's check on the team members one by one: Blanche: I don't see any replacement for her. High hit points, good magical resistance, healing, Holy Smite damage that cannot be resisted. Nicolette: At first glance she might look like the weak spot in this scenario, since her magical damage hardly affects the witches. But she is not. With the right focus setup and gear (hit points & magic def) she is the perfect candidate for capturing barracks in this scenario, as long as you keep the wolves away from her. The Bandit Mage Sibillia might be actually even better suited for this purpose than Nicolette (in addition to 'Change Position' and high magic resistance she can also heal). Unfortunately she cannot be used in this scenario, because there is no guarantee that she is on the player's team already (Sibilla is added to the team in a sub quest). Eugene: Stealth! (stealthed units cannot be bewitched), fast movement, ranged attack, Confusion shot. Due to his flexibility it is quite difficult to find a replacement. Gregory: Witches are certainly not his favorite opponents, but with his high hit points and Charge skill, he is still very useful in this scenario, especially against the wolves. And chances are good that he is very well equipped at this time already, maybe even with a legendary sword to kill the witches with ease. In one of my tests I have replaced Gregory with a def+HP specced Wolf Rider (for better speed -> barrack capture), but that wasn't really easier. The only possible improvement I can think of is to replace one of the characters from above with Edwin (Heal, Intervention) or Yvonne (Change Position, Bulwark, Summon). But actually I like the current setup due to its flexibility.
Hi there, just to check, is there any future content updates for the main campaign/story in place, as I completed the game and may have to clear some completed game from my phone soon. Please advise thanks.
We have added new content in the past several times (Android), and we will quite likely continue doing so in the future. There are no concrete plans for Kingturn (main) at the moment, though, and new content might come as well in form of additional mini-campaigns.
How is experience gained calculated? Niebau how is the amount of experience gained calculated? Is it by damage inflicted, success or failure of a spell, or what an inquiring mind would like to find out the quickest way to level up his characters? As always thanks in advance!!
XP Calculation Basically it works like this: Each attack or skill usage grants XP, no matter whether it is a success or failure. The only thing that doesn't yield any XP is bashing on your own units. The type of skill doesn't make any difference XP-wise, so Heal, Meditate, or Mass Heal yield the same amount of XP, for example. The XP gain is based on the level difference between the unit and the average scenario level (as displayed on the map marker). The XP gain is ranged from a minimum of 1% (unit level much higher than scenario level) to a maximum of 25% (unit level substantially lower than the scenario level). Counter attacks and a killing blow grant additional XP as well, but the amount is so small that it almost makes no difference (in other words, 'kill stealing' is pretty much pointless, which is a good thing, imho). So there are basically only three things you can do to speed up leveling a particular unit: - Use the unit frequently - Make use of the Training option in the camp - Using lower level units in higher level scenarios grants effectively more XP
Thanks. Question answered as always I searched your Facebook page first wondering if it was on their because you have some interesting info about item drop stats on their. I for one find it really fun knowing as much as I can about how a game works and really appreciate your openness.
We want to make a small modification to the spawn concept. (starting with Kingturn Plus first, and later for all 3 Kingturn titles if it works out well). Right now, reducing the enemy spawn probability from e.g. 100% to 50% requires the same amount of effort as from 50% to 0% (because the underlying system is linear). We want to change this. The lower the spawn probability gets, the more difficult it should be to reduce it further. There are a few reasons for this change: - It will be more difficult to reduce the enemy spawn rate down to 0 in the first place -The enemy should have the chance to recover from low spawn probabilities more quickly, especially if the player delays for too long - This will also make very defensive tactics (remaining close to your own outpost) less attractive For those interested in details: This will be accomplished by changing the spawn probability recovery rate (at the end of a turn) from a linear to a dynamic model. Example 1: For the default difficulty 'Strategist', the current recovery rate is always 4%. So right now at the end of each turn 4% are added to the spawn probability. In the future it will look like this: spawn probability > 75% to 100% --> recovery 4% spawn probability > 50% to 75% --> recover 5% spawn probability > 25% to 50% --> recover 6% spawn probability > 0% to 75% --> recover 7% spawn probability 0% --> recover 8% Example 2: For the difficulty 'Master', the current recovery rate is always 5%. So right now at the end of each turn 5% are added to the spawn probability. In the future it will look like this: spawn probability > 80% to 100% --> recovery 5% spawn probability > 60% to 80% --> recover 6% spawn probability > 40% to 60% --> recover 7% spawn probability > 20% to 40% --> recover 8% spawn probability > 0% to 20% --> recover 9% spawn probability 0% --> recover 10% Added Note: The Minimum Spawn Rate that can be configured via Options (default value 0%) has no impact on these calculations. The spawn rate will be merely capped a the corresponding value.
This is a nice idea but I'm not sure your proposed scale is enough to make much difference. If your goal is simply to kill units fast enough to reduce the spawn rate each turn (at least on average), then that gets easier as there are fewer enemy units on the board (because your own units are taking less damage), and so increasing the threshold you have to reach from 5% to 8% (say) isn't really going to do much. If the "grind them down" strategy was successful without this change, it's still going to be successful, it's just even more of a grind. Maybe not what you want? I am still more taken with the idea of increasing the recovery over time. E.g., 5% on the first round, 6% on the second round, etc. That creates more actual incentives to be more aggressive.
I agree with you that this modification is not extremely drastic, and I understand the merits of your suggested idea. Without having tried your idea out yet, I can imagine that your approach is better suited for large maps, while mine is better suited for medium sized maps. Anyway, another reason for this change was to avoid situations where the spawn probability is close to 0 for too long, and clearing the map becomes just a tedious chore. It could also be argued that if there are less opponents on the battlefield, there is less 'material' available to further reduce the spawn rate. Especially on larger maps, you usually don't have the the chance to defeat many opponents in one go, so time is always against you (unless you are waiting for opponents defensively to come to your base, but then you would still need a few turns to reach the enemy barracks). And since this mechanism is applied every turn, the impression during my tests was that this change has more impact than it looks on paper at first glance.