Up to level 20-25 the game is still fairly balanced, but afterwards the balancing gets slowly but steadily out of control. Around level-35-gear every unit is at least immune to 1 damage type. Around level-60-gear the first units start getting immune to 2 damage types. And if you are lucky with legendary item drops, it is even possible to get a unit that is immune to all 3 damage types (the unit would be still vulnerable to holy damage, though). But I guess this is the kind of thing people are looking for who play the skirmish mode that far .
From what he said is that a triple immune enemy would still receive damage from a person with holy damage so it must have some type of armor piercing that I had missed.
Just for clarification for new players who might stumble upon this thread: Holy damage does indeed completely ignore all three defense values (physical, magical, bow). Besides the Priest's 'Holy Fire' skill and the Paladin's 'Holy Smite' skill, Holy damage is granted by legendary weapons only (purple color). Because holy damage is basically undermining Kingturn's rock-paper-scissors mechanics (physical, magical, bow damage), legendary items are intentionally difficult to get. Only elite units can drop legendary items, and the drop chance is rather low. Your best bet to get your hands on legendary items are actually scenario rewards.
One of my favorite design twists in Kingturn was the units who were only vulnerable to magic damage. It seems like the potential for more complicated/elaborate enemy defense could be expanded even more; physical/magic/bow defenses/attacks being separated with different impact is a cool system. I'm glad to see some advancement being made to the equiptment tiers. Playing the core game towards the end there's a ceiling where it wasn't possible to arm some of my units with better stuff because they were topped out of the avaliable stock. Balance is important but it's also nice for there to be new gear even if it's increasingly cost prohibitative (something you really have to earn).
In regard of equipment, we have made the following changes for the next patch: a) 3 additional item tiers (tier 16 - 18) for all item types. 'Ancient' : Tier 16 'Divine' : Tier 17 'Ultimate' : Tier 18 All these items can be purchased at the item merchant in the main campaign and the skirmish mode. b) For the skirmish mode merchant, we have in addition unlocked 'virtual' items (tier 19 to 99). These items are basically variations of the 'Ultimate' item (Tier 18) with increasingly better stats. And in a totally unrelated note, we have also added a third hero (elite unit) for the skirmish mode, which can be added to the player's team after beating scenario 4 (Lvl 15).
It would be interesting if we could disable units on the field by instructing them to stay inactive somehow. This could come in handy in streamlining battles if you have characters in position camped out by your base or in a tactical post waiting on other units that you don't want to instruct to stand there each turn. I'm not really sure how that would work or if possible. Maybe if there is a way to instruct the game not to cue the user to instruct a unit before turn ends but allow that to happen manually. This might just be another way of looking for a more easily accessible end turn button that doesn't prompt next unit.
Man it's great you added all the items. A third hero? I believe I mentioned that would be nice and oh how I thank you. Overall I greatly appreciate you addressing player concerns. This will only make the game better. I look forward to buying ALL future kingturj installments. On one more note, how long until the update hits the App Store?
Yes, a quicker end turn or standby option would be nice. It's not by any means necessary but would be a faster way to do things
We have some final testing to do, and then there is the mandatory Apple review. Quite likely a few days after Kingturn Plus has been released (June, 20).
With the new dynamic spawn system going into effect causing home base camping to be a less desirable option for tactics I dont think this is a needed option besides the current method of just going to the menu and hitting end turn is not that clunky. There are other more important things to focus on imho.
I agree about other focuses being more important; I don't feel like the ability to disable units is a big issue but when I was playing the other day I thought of it as a curiousity. At the time I wondered if it would be interesting to disable units or use fewer than those allowed for a crazy challenge. ...6 more days until Kingturn Plus!
I love Kingturn and have played it twice. It is complex enough for an immersive game but brief enough for a single sitting of a fifteen minute game. So happy Kingturn Plus is coming out soon. Thanks for a great game! Cannot wait.
As far as I know by clicking end turn you can end the turn without activating the max number of units. I'm pretty sure I've done it before while grinding certain characters. Correct me if I'm wrong I'm not by my iPad to test it.
Kingturn 2.3 - update The new Kingturn version 2.3 is queued up for Apple's review now. If there is no issue, the new version should be available around June 24. - Character portraits added for dialogues and character info panels - 3 new item tiers added to the game (tier 16 - 18) - The skirmish mode merchant also offers 'virtual' tier 19 to 99 items now (variations of tier 18 items with better stats) - Another hero joins the party in skirmish mode after beating scenario 4 - Dynamic spawn probability introduced (the lower the spawn probability, the more difficult it gets to reduce it further). - 'Full version' is now displayed at the top of the main menu screen after unlocking the game.