Universal Kingturn RPG - (by Mangobile)

Discussion in 'iPhone and iPad Games' started by Sanuku, Apr 11, 2013.

  1. RinoaHeartily

    RinoaHeartily Well-Known Member

    Dec 12, 2010
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    Thanks for ironing that bug out.. Unfortunately for me I deleted the game and reinstalled.. I have tried replaying many times but couldn't get rid of it and thought was an installation issue..

    Oh well 2nd time round I am more accustomed to the AI behaviour... And I skipped prologue.. Thankfully the characters are not carried over else Ill be cursing again...
     
  2. Sheinfell

    Sheinfell Well-Known Member

    May 14, 2012
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    Can't resist replying here.

    2. Yes, later scenarios get a bit grindy, but Kingturn shares that problem with all Strategy games I know. And you make progress by killing enemies. In many later scenarios you need to make choices which units to go for first (e.g. "Do I kill the Healers first, which takes a turn longer where I take a serious beating; or do I gang up on a heavyhitter or two, choosing my units in such a way that I can kill them before the enemy turn comes around and they get healed?"), which Camps to aim for, etc.
    Also, you get different objectives, e.g. "protect the villagers from being killed while routing the enemy"; and some of those require quite some planning.

    3. Yes, if you leave a scenario and replay it, you get the same chests again (might contain a different reward, though). And the replaying sometimes helps, because you can level up your units, get new equipment etc. Much better than getting stuck because you made a few wrong choices (e.g. in unit selection) and have to start over completely. With the repeatable scenarios this becomes a bit redundant, admitted.
    ==> Suggestion for Niebau: Should you make another game like this, drop the general repeatability, and add a few more repeatable scenarios - and make them available earlier.

    4. Disagree on that. You get rewards for killed enemies and for scenario completion. The chests are an added bonus, if you will; and in later scenarios at least some become challenging to grab.
     
  3. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
    Germany
    #163 niebau, Apr 16, 2013
    Last edited: Apr 16, 2013
    Hmm. If you've encountered this problem several times, there might be something else we've overlooked so far.
    Fortunately, we have also added a kind of 'safety belt' to the new patch (an auto repair mechanism for 'disappeared' characters).
    Which doesn't change the fact that the cause of the problem might not be rooted out, yet.

    We will monitor and further investigate this issue very carefully.

    Edited Note: After several hours of further investigation we have a good understanding of the problem now. While the cause of this issue is an entirely different one than we thought in the beginning, the upcoming patch 2.01 will indeed prevent the problem with Nicolette.
     
  4. DaviddesJ

    DaviddesJ Well-Known Member
    Patreon Bronze

    May 19, 2010
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    I don't doubt that the chests can be challenging. Although often I think the solution would be simply to go for the chest and lose the scenario but get tne contents; repeat as often as you like; and then in the last run-through ignore the chests but win the scenario. But the main issue is simply how unrealistic it is. I'm fighting a pack of wolves, and the more wolves I kill the more there are, and if I kill the last wolf too soon then the chest over there disappears instantly? It just doesn't feel reasonable. Similarly, I don't think you should be able to attack your own units anyway.

    Some of the design decisions feel too artificial and make a game that encourages tactics very different from ones that real people would make in these real situations. Of course, that's a problem in games like Fire Emblem, too.
     
  5. bigred447uk

    bigred447uk Well-Known Member

    Apr 16, 2009
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    If you are surrounded by enemy units and a fellow team member sometimes it is an advantage to, for example, do a spin attack even though it will harm a friendly unit in a 'friendly fire' type situation. This adds complexity to the strategy and the game would be worse without it.

    Summoners making units appear out of thin air to attack the enemy is not representative of real life either but you seem to be able to suspend your knowledge of reality enough to not find this aspect a detriment to the game.

    IMO the game would be so much worse if it tried to simulate real life rather than being within an 'unrealistic' fantasy setting.

    Perhaps you would find greater satisfaction playing another game that veers towards realistic simulation a bit more than this ?
     
  6. nosoup4crr

    nosoup4crr Well-Known Member

    Apr 29, 2011
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    I'd like to eventually see a hardcore mode.
     
  7. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    #167 undeadcow, Apr 16, 2013
    Last edited: Apr 16, 2013
    There's a lot of emphasis on chests; maybe the implementation is not ideal but kudos to the developer for including an extra plum to spice things up.

    One "dream" feature would be a level editor where users could create and share their own levels (place barriers, determine size, set enemy rooster, maybe even mix enemy states/abilities, etc). I'm not sure if a level editor would be realistic but it'd be amusing.
    This is the thesis of why I play video games, escapism. If I want real scenarios I would encounter in real life I'd go out and create them (that and the last time I tried to Firestorm a co-workers I just got a bunch of weird looks).
    The developer sure does discuss those unattainable remakes a lot... :rolleyes:
    There's nothing more satisfying than a surprise attack... against your own unit. It comes in handy when a member has outlived it's usefulness and needs to be cleansed so a more practical unit can assume the field (wolf riders seem limted to me).
     
  8. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    About one more day of Game of the Week voting; don't miss out. Kingturn is within first place.
    GOTW Poll Link: http://forums.toucharcade.com/showthread.php?t=185137
     
  9. RinoaHeartily

    RinoaHeartily Well-Known Member

    Dec 12, 2010
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    Just for your info I just passed the level this time I see Nicolette.. I reinstalled as mentioned..

    The previous installation I skipped all the conversations by clicking cancel.. This time round I let the conversations flow.. During the conversation when Nicolette speaks I can see her icon. The previous one I don't see Nicolette it was blank if I am not wrong.

    I don't know if it helps, but I think the cancel button sort off trigger an unexpected outcome...
     
  10. RinoaHeartily

    RinoaHeartily Well-Known Member

    Dec 12, 2010
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    You mean like if the character dies you can't ressurect from the camp? Or permanently dies? Some characters are needed for the story flow...

    It's already very challenging waiting for resurrection. I am sure like hell won't opt for this challenge.
     
  11. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    #171 undeadcow, Apr 16, 2013
    Last edited: Apr 16, 2013
    If we're talking about hypotheticals it's be curious if there were random events (i.e. "party stumbled on a legendary spear" or "[Randomy party member] is sick, must rest through next scenario"). Maybe there'd even be a way to sneak in "real people" stuff that way ;)
    With adjustable difficulty an unofficial hardcore mode is built in (try turing difficulty up to 5 and respawn up to 100%). There's certainly a lot of replayability (and I haven't even tried skirmish yet).
    A permadeath mode like this might be entertaining; I know it would break the game but it might be curious in a roguelike challenge manner. Maybe only allow players to utilize non-plot characters and disable characters necessary for story flow. Although player death is a core part of Kingturn.
     
  12. Oscar Streaker

    Oscar Streaker Well-Known Member

    Dec 20, 2011
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    No permadeath!

    No thanks on permadeath, that's what made FF Tactics blow IMO.
     
  13. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
    Germany
    Edited Note: After several hours of further investigation we have a good understanding of the problem now. While the cause of this issue is an entirely different one than we thought in the beginning, the upcoming patch 2.01 will indeed prevent the problem with Nicolette.
     
  14. Sheinfell

    Sheinfell Well-Known Member

    May 14, 2012
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    Thoughts on Permadeath

    With the current game setup I don't think permanent death of characters would be a good idea. In later scenarios, it happens constantly that your chars gets oneshotted by the opposition.

    A possible alternative for "hardcore mode" could be that any character that gets killed is out of the scenario, and can only be used again in the next.
    But at least for me that would be too hardcore, as you will need way more units than now, which takes some of the fun out of it.

    Limiting the above to story characters (e.g. Nicolette) might be interesting, though.
     
  15. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
    Germany
    Permadeath

    Right now Permadeath would indeed screw up the system, mainly due to the fact that most of the non-mercenary characters are involved in a dialog sooner or later.
    Unlike Fire Emblem, Kingturn doesn't support carrying along 'dead' characters for the sole purpose of taking part in conversations.

    But I find Sheinfells suggestion quite interesting, and it would be fairly easy to implement.

    Let's say for example we offered an additional Options button called 'Permanent Knockout' (or something like that). By default it would be switched off, so no change to the status quo.
    If switched on, characters are disabled for let's say 500 turns instead of 5 or 6 turns after they have been defeated.

    Would anyone be interested in such a feature?
     
  16. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    I would be interested in that feature; combined with skirmish scenarios currently in existance it would add a good amount of variety sure to cater to any play style. Those with a death wish could turn difficulty to 5, respawn 100% and "permanent knockout" on to see how long they last. I think that would add a lot, even on more moderate settings (I would be amused to try playing through a round with permanent knockout). This would also be a good perceived additional value to Kingturn for players. If it can be easily implements I say go for it!
     
  17. niebau

    niebau Well-Known Member

    Apr 5, 2011
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    Mangobile. Designer & Developer
    Germany
    And for the players who find the game difficult enough already ...
    Combined with a lesser difficulty (let's say 'Standard') it doesn't even have to be much more difficulty. It would just require a different play style, which might be an interesting alternative for another playthrough.
     
  18. bigred447uk

    bigred447uk Well-Known Member

    Apr 16, 2009
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    +1 to this feature. I want to see how far I can get and feel the tension of semi-permadeath making everything I do feel that much more important. Sounds awesome.

    On another note how many characters is everone using ? I have 16 in my barracks at this stage (11 scenario completed of the main quest). I usually don't run out of playable characters but I could probably do with maybe four more to max out character class choice. Having said that I know that others will probably join my party anyway in future scenarios. Hmmm....
     
  19. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    At first I wasn't sure about the new Trickster class but there's a lot of value. I think Eugene is my most powerful character due in part to a Swift Atk Ring (+1 movement, +4 attack) along with his healthy SP value to bolster (+8sp,+8hp amulet helps) Stealth (invisibility) and Confusion Shot (attack and void enemy turn) abilities. Once I get him to level 13 (which carries an additional +1 mobility) he'll be unstopable.
    I have 23 characters in the barracks with 32 scenarios won. Around scenario level 9 there's a lot of character possibilities and things really pick up wonderfully. Although having played Knighturn (aka Kingturn Underworld, for those over privileged Android users) part of me wants controllable undead.
     
  20. Isilel

    Isilel Well-Known Member

    Feb 20, 2009
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    #180 Isilel, Apr 16, 2013
    Last edited: Apr 16, 2013
    Have finally started playing Kingturn and it is very enjoyable indeed - and easier on the eyes than Knightturn. Very much deserving of the game of the week vote and probably much more.
    However, I have a question - I have been playing a couple of prologue scenarios before looking at the difficulty and it was Strategist, respawn 0%. Default difficulty, right? But enemies were respawning every time until I occupied their camp with a unit, like in Knightturn. So, what does respawn % actually mean in this context?

    Re: perma-death or lengthy knockout - please, if you do it, make it optional and separate from other difficulty options, because I absolutely hate this feature. It is incredibly frustrating to carefully level a unit only to be screwed by random numbers generator or own inattention. It also really punishes dashing playstyle with last-minute wins and necessitates grinding, which I can't stand.
    This effectively stopped my Westnoth playthrough, even though I loved everything else about that game, and I love that "Turn" games manage their challenge level through different means.


    Really? In Knightturn Trifur the Thief was my most valuable character, followed by the murderers. I used him for occupying spawn camps behind enemy lines and getting the loot chests. And them to protect him from melee attacks. What gives me pause is only 90% stealth and no First Aid for the Trickster, but varying gameplay is a good thing - I have to admit that I relied on my stealth units too much in Knightturn.
     

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