anyone know if the IOS and the android version are identical? Regardless i just switched over an android device, and started playing this game. It's pretty awesome!
I really like the new portraits in discussion; that is a good touch. The dynamic spawn is good too. Initially I disn't perceive a difference but further along I noticed enemy spawn doesn't seem to reduce as readily. My understanding is that the android and iOS Mangobile games are practically identical on both systems.
Yes, content-wise we keep our games in sync across both platforms in a timely manner. This way iOS and Android users benefit of the improvements initiated on both platforms, and live together in perfect harmony. Isn't that something?
Yes, this change is a rather subtle one, and in many situations players won't notice much of a difference. Before this modification, the player could 'drain' the enemy spawn chance more easily to 0%, though, and face almost no resistance afterwards. This was a little unfortunate for a few reasons. The most simple one that moving around units without anything else happening is quite boring. It's still a subtle change, though, and for a new title I would probably have taken more drastic measures (see DaviddesJ's original suggestion). But I hope this will suffice.
Pardon me for asking, not to bash the game as God knows I love turn-based games , but will the UI and presentation get improved for tablets in Kingturn Plusor a future update? I just find the font and characters and everything too big when playing it on my iPad mini (what more for iPads).. Like it was really meant to be played on phones rather than tablets... It's like it just stretched everything to the size of the iPad screen instead of including more into the screen and making the characters at the same size as the one displayed on phones...
This is undeniably true, at least for all visible elements that are not part of the battlefield. For the battlefield, we have the zoom in and zoom out buttons at the bottom to enable convenient adjustment to the screen size. You guys are probably playing more tablet games than I do, so correct me if I am wrong: But I thought that scaling UI elements to the screen size is exactly what most universal apps do? At least that would explain why fonts for games mainly designed for tablets can become unreadable small on phones. I guess the main difference is just that most developers design their games based on tablet screen sizes now. So they are effectively just scaling down all images instead of scaling them up, which looks generally better, provided you have a high quality artwork in the first place . Don't get me wrong, I don't want to kill your message here. I just want to make sure that I'm not missing out on something. In all honesty, I don't know yet. Kingturn has quite a lot of UI screens, and designing two or more layouts for all these screens for an already released game is not a trivial task. The only option I see right now would be to optimize the screen layout for tablets in general. This is a somewhat risky thing to do, though, for a game that is more than 1 year on the market already (Android). For what it's worth, though, we have started working on the successor of Kingturn already, and this title will be primarily designed for screens with a bigger physical size in mind.
Kingturn successor Speaking of the successor of Kingturn ... I have published a post on our blog today covering this topic: http://www.mangobile.com/blog/?p=179
No mention of refinements to the enemy spawn system? I assume from the above comments that that is on the table, also?
Yes, it is. And the list is by no means complete. It mainly contains those subjects where we have a good idea already how to address them. Besides refining the enemy spawn system, there are many other minor and major changes we are considering right now. Just to give a few examples: - Should a unit's path be blocked by members of the own faction (like now) or not - Should units standing on top of barracks prevent players from moving out (or in?) additional units or not - What about way-blocking barricades that can be smashed, or barracks that need several turns for conquering, or gates on the battlefield that can be passed in only one direction Right now there are a lot of ideas floating around. But before sharing too many of them, we want to make sure that they make actually sense and we can deliver them in the end. So what I basically wanted to say is this: - There will be outposts to be conquered (but this might or might not be a different approach than our barracks system now) - There will be a spawn system (which might work totally different than now) - There will be a skill system (with a lot of refinements compared to the current one)
Just to offer a different opinion, I love how this looks on my iPad mini. I think it looks better than on my phone, because I can see the details better and they don't look blurry or weird like games that have to be played X2 size. Also nothing really looks too big to me. Not to diminish your opinion, of course. I just wanted to offer the dev a different view, since I actually prefer playing it on the mini.
That sounds very promising... increasing unit customization, refining skills, and landscape mode! A release in the first quarter of 2014 sounds ambitious. Great ideas; I personally like friendly unit obstruction because it forces a choice (do I move unit A here blocking unit B or not?). I like the trade-off of sacrificing being able unleash further units in favor of a stationary unit covering barracks. Yes! The more environmental hazards/obstacles the better. I love the idea of smashable barracks or barracks that require more time to conquer. That would add a more robust "capture the flag" feel to gameplay. I'm also a fan of defensive buffs/debuffs based on terrain. One way gates sound like they could add a lot to the gameplay if they could be executed in a logical way (explaining their one way status in a manner suitable to suspend disbelief). I'd be curious to see more NPCs; especially neutral party NPCs that attack both sides for their own goals. Even a friendly or enemy third fraction within scenarios.
Yep, ditto on friendly unit obstruction. I like it. Terrain obstructions are fine but I'm not sure if I personally want to conquer a fort twice though. That's just my opinion, obviously. But yeah, environmental obstacles sound great.
You've just convinced me to install this again and give it a try one more time. It might be just that I was playing Rebirth of Fortune 2, Baldur's Gate, Final Fantasy Tactics that immediately gave me this impression that the sprites and text are too big on the iPad screen making it seem suited more for the iPhone.
I would suggest to use the + and - button right away to adjust the battlefield size to your personal liking. As for Rebirth of Fortune and FFT, you might find it a refreshing experience in Kingturn that you don't have to constantly rotate the camera and that units actually walk to the spots you want them to .
hi got the game a few days ago. Got to lv15~ and found a great boss to farm. but the funny thing is, after spending hours on killing him over and over again, i got a epic loot from a normal griffin. How about that?
After rechecking the source code, I'd say this is quite unlikely. a) The drop chance of a legendary item (purple) is exactly 0% for non-elite units b) All elite units seem to be properly displayed as such with a yellow or green star c) I don't see anything in the code that would indicate a bug where non-legendary items are displayed as legendary ones So I guess it was either a legendary item (purple) dropped by a standard elite unit (yellow star), or a rare item (blue) which can be dropped by any unit.
I do . A beta-test with some of the TouchArcade members seems like a good idea. Will take a few months, though, until we'll be ready for that.
Except we can't live in perfect harmony! Those Android folks have all 3 chapters and we're missing Kingturn Underworld so I'm still jealous of them!