Because it's separate stuff/mechanics. The info the surveyor gives is the specific boni for only the tile you are checking. I agree, it would be a nice addition to have the total boni from resources within the city limits shown in the surveyor info, too. @doomtrader: Would that be possible? UPDATE: Ah, seems the PC version shows that, according to the manual p.21 provided by funambulist. Any chance you can add that on iOS too?
Are you sure @Nullzone? The surveyor draws a fenced area with the tile you click at the center. (Of course the info displayed is for the race you are using and can be switched to show the values for another race by clicking the arrows.)
Yep, reasonably sure. See p.17/18 of the WoM manual (assuming they use the same mechanics in Planar): Terrain Type - The type of terrain the mouse is currently hovering over. Tile Features - The features (if any) that the world tile contains. These could be either Resources, which add specific bonuses if within a town’s radius, or World Features - dungeons, portals, nodes, etc. which contain loot or give other benefits, but most of the time are guarded by monsters. Terrain Info Bar - This bar display the maximum population, food, and production bonus the tile under the mouse provides. It is important to note that this does not take racial preferences into account, nor does it include any resource bonus. It is merely the bonuses provided by the terrain type. For more detailed information use the Surveyor (discussed later in this section.) Also note that the Surveyor screenshot on p.21 lists Resources separately. To be 100% sure, we'll have to wait for the Planar manual. The fenced area is the "city border". All tiles within that border (can) contribute to your city's output. Don't know which mechanics they use exactly, though. Again, will need the new manual for that.
More info on Heroes and their equipment Tested some more with another savegame. Heroes are: Aelys the Broken, Verne Stargrove, Dran Spellsword. Aelys and Verne are Heavies, they can use everything except Wands. Dran seems to be a Caster. He cannot use any Shields, melee weapons, or (cross)bows. He can only use 1H & 2H Wands, and Padded and Studded Armour. Dran also has a few problems: He comes equipped with 2 Daggers. But when you remove them, you can't equip them again. He can only use 1H & 2H Wands. For a Spellsword, light melee weapons like Daggers, Shortswords, Rapiers etc. would make sense. Dual-wielding 1H Wands would be icing on the cake He can use Padded and Studded Armour, but not Leather which is between the two. Either add Leather as allowed Armour, or replace Studded with it. Sidenote: Weapons do not say in the description if they are 1H or 2H. Would be nice to see that info.
1.1 update Let me talk ask the designers. Also yesterday we have sent the new patch to the publisher, hope it will be available soon. Changelog (1.1): -Fixed tutorial block Druid spellcasting. -Fixed UI and units sounds. -Fixed version label in main menu -Fixed Fountain Of Life Feature -Fast movement no longer doubles view range -Fixed armies roster hint icon visible on forge window when opened from armies roster -Fixed Draconians Hunter and Tracker animations. -Fixed drag drop in cities queue -Fixed desertion notifications crashing UI -Fixed desertion notifications crash during load -Fixed remaining turn counter not appearing immediately after starting restoration -Fixed wrong icon for the above -Fixed AI attack army standing on gateway exit -Fixed Volcanic Ruins Feature -Fixed Ancient Ruins Feature -Fixed remaining turn counter after load crash -Toggling autobuild will now refresh available buildings -Tutorial fixes -Fixed missing summoning spells for hero level up
We are doing our best to give you as great game as possible. Any land tile can be corrupted and they work as a corrupted version of its terrain type - so corrupted plains, corrupted swamps, etc. 1) The Corruption spell didn't change the tile's visuals. It's fixed in the next update. Corruption by units works well already. Sorry about that. 2) There's no place in the surveyor window to show corruption currently, and at this time we don't want to make any bigger changes and mess anything up by chance. We might incorporate it at a later time.
@doomtrader a request for future consideration: Upon inspecting a world feature a player sees its name, flavour text and list of possible guardians and possible rewards. When a unit lands on said feature he or she can interact with the feature and find out what is actually present qua guardians and then withdraw without battling them. Very useful information. Would it be possible after such a 'physical' inspection of the guardian/hostile/enemy forces to record the result on the first popup inspection screen? Otherwise what is required are feats of memory that I, personally, at my age, am unable to muster, but also believe are distracting from the game's primary strategic and tactical considerations. I believe Nullzone requested something similar earlier in this thread (I recall a request for screen co-ordinates but am currently unable to find the relevant post). Thanks!
And I think we all, as owners of the game, have an interest that this great game does extremely well on the iOS platform (which given the nature of the game, its comparatively high but absolutely justified price tag and the expectations of the iOS gaming market is not going to be easy).
Having the displayed "possible" enemy info change to "this is what you scouted" would be great, seconding that. I cannot remember all those details either, so currently I just go by the "possible guardians" as first check if I can take them on. And my idea was about map markers and coordinates, so I can mark important spots like an Inn and find them again easily. One more thing to keep our old heads less busy You folks are doing a great job, no worries! Fingers crossed that sales will go well. Thanks for the explanation, and for having it fixed already, very much appreciated! No worries about not adding a corruption indicator to the surveyor right away. Never good to rush things and run the risk of breaking something. When the visuals work, all's fine
@Nullzone Apologies about your thread. I responded to your private message. Don't know if you received it so will post it here since touch arcade is having issues with my iPhone safari browser: COPYING & PASTING: I am so sorry Null. You did say that on your thread and made it very clear. I did click on the actual link for the questions, and as it loaded it logged me out prompting me to sign back in. When I logged back in, it did the whole refresh page thing - and sent me back to your thread (I didn't notice this at the time) I was under the assumption, I was in the thread, to the link I clicked on prior to the site crash thing and just went ahead and posted my message. Again, apologies man. I deleted my comment. Good work there on your thread. See you in the appropriate thread. Have a good one.
Also in case people have the same questions as I did regarding AC and the dice terminology 8d6 and all that. @LordGek provided me with a wonderful breakdown as did @Nullzone. I'll just post it here for those interested:
Welcome to the thread odi0n! And thanks for cutting and pasting @LordGek's excellent explanation. The more of us discussing this game—and helping each other figure out how it works—the better no?
@odi0n: Welcome to our little corner of TA! No worries, when the forum throws a wobbly, stuff like this happens Good to hear you like the guides. If you have any questions, ask away. By the way, I am quite amazed how fast the thread is growing: almost 200 posts and over 17k views in under a week is quite something. Surprises me that TA didn't do a frontpage cover yet, especially with all the <expletive deleted> games that made it there in the last few days. @doomtrader: Just in case you didn't already, ask Shaun Musgrave for a review. Would surprise me if he wouldn't be interested. On another note, next guide piece can take a few days, got a full schedule for the rest of the week.
I second that. Mr. Musgrave is the perfect reviewer for Planar Conquest. Someone at Pocket Tactics is also preparing a 'first look' as well as a 'full review latter on' but I'm a bit worried that those pieces could be too harsh. It behooves us all to cut Wastelands Interactive some slack concerning their bugged-and-with-no-manual launch.
Yep, PocketTactics is how I found out about the game myself. This is indeed a new benchmark for iOS. Wasteland Interactive and ShortBreak went all out on this one. The attention to detail as far as the UI, and other small nuances I acknowledged during my 6hour + gaming session yesterday. Just incredible. You can see the heart and soul that went into the craftsmanship of this title. Bless this company I hope apple uses them in their next keynote. It's companies like this (developers like this I should say) that push the boundaries for idevices *and teaches* the next wave of devs how it should be done. This is benchmark levels indeed. Needs to be on the App Store featured list. Down the road, I can see multiplayer for both modes the main mode and arena really upping the longevity with this game. 2v2 modes, 4 way free for all. Man. It's gonna be insane. Has anybody played this on iPad Pro? If so, is it compatible with the apple pencil? (My sloppy finger sometimes I swear. More accurate with the pencil) I currently play it with my bamboo stylus. Dear devs, please put up YouTube walkthrough videos. Will bring you way more attention. The trailer really doesn't show the monumental level this game performs on.
FYI a recent, very sympathetic blog post by @doomtrader (about the scamming activity of youTube 'reviewers')
Would you guys say this games in working order or should I hold out until a patch squashes the most notable bugs?