Just imagine you're buying a console quality game - as that is what this is....just for your phone....well worth the investment IMHO!
We are looking for some volunteers who would like to take an early look to 1.2 patch. What you need, is to have Testflight installed and some free time to play and send us a feedback. If you are interested in seeing the changes, please drop me an email to: doomtrader[at]wastelands-interactive[dot]com I need to know your AppID and it would be cool if you could write what device are you using. You can expect more aggressive AI, fixes and couple more changes. I will post the changelog as soon as I will get that from programmers.
[BUG] Hero - newly learned spell repeated infinitely in spellbook Found another bug: When a Hero learns a new spell at levelup, this spell is then repeated infinitely in his spellbook (scrolled over 10 pages, and was still going on) . And a question @doomtrader: How am I supposed to use "Planar Travel", e.g. from an item with the enchantment on it. It does show in the Hero's skill list, but I could not find a way to actually use it to make him travel to other Planes. Also, is that for the specific unit only, or can he take his whole army stack with him? @Jusvah: Thanks for the praise, very much appreciated! If you have questions, or anything's not clear in the guides, ask away. Re: Patch 1.2 testing: I have so much stuff lined up for writing, I'd really appreciate it if other people can take the plunge and I can give it a pass. Or, if you folks can live with the guides taking a break for a while, I'm all in for testing. Really want to see the improved AI
I'm volunteering too. Love this game, cant really stop playing, but it needs a stronger AI! About to finish a good example of how AI is too passive. Hardest diff, 1 plane, 2 continents (that are separated!) 6 oppos. Five of us on one continent, 1 single AI on the other continent. Would have hoped the AI with a whole continent to himself would build up a very strong empire over there while i clean out my continent - which could give a great showdown - but with just 1/5 AI left on my continent and my empire running a very strong economy the AI on other continent is still on one city (4 neutral cities on his continent). If proper AI behaviour too hard to code i'd suggest giving the AI a settler with escort (1 weak unit on adept, 5 mid-strong units on archmage difficulty) every X turns, where X determined by difficulty (20 for hardest maybe?). That would mean they at least expand a bit with a chance to grow their economy.
Alrighty, here's the crafting guide part 1, have fun http://forums.toucharcade.com/showthread.php?p=3795797#post3795797 Would appreciate feedback if it's understandable, as I rushed this one a bit (so *not* looking at you, Baracus )
<whistles innocently> Seriously take all the time you need and want. I love reading your stuff and I read through each post at least 3 times!! So it keeps me going and I'm in no rush!
initial changelog for 1.2 Manual will be a little bit later, I need to format it again. Should be still today. Here is the changelog so far 1.2 changelog -Fixed tiles corruption visual effect refresh from spells and events -Spells to research now have tactical/strategic icons -Fixed Healer's familiar -Tweaked initial state of loader bar -Damage hint will be shown when AI is attacking -Added possibility to end turn even if army/city/research notification is active -Fixed crash when opening 5th+ hero's eq from armies roster -Fixed crash when you unequipped too many items -Fixed roads low resolution texture -Fixed wrong costs for unit abilities -Decreased neutral factions turn processing time -Skeletons' upkeep cost increased to 1 mana, casting cost increased to 30 -Astral garrison works on all cities as intended -Regenerated / loaded dlc guardians are no longer "Settlerized" (changed to HM Settler unit) -Save/load performance improvements -Unhallowed lords can't buy mercenaries from Inns -Tweaked and adjusted AI personalities for all SLs -Fixed missing unit bonuses after load -Guardians are no longer fully healed after load -General performance tweaks -Improvements for AI casting strategic spells -AI diplomacy tweaks to avoid bad deals -Added "Send saves to developer" option -Fixed AI small features (chests) interaction -AI units production tweaks -Fixed game end score calculations -Fixed hero resurrection bug -Fixed: you could equip items on your dead hero if you opened forge eq before his death -Fixed terraforming spells -Fixed missing attacks and eq on simple unit panel -Fixed looped unit's walk sound -Fixed units animation speed save I will also forward the emails of those who already opted to get the access to Testflight.
Thanks! And no worries, was just kidding Thanks for the reminder. Added them to the guide, with credits to you. @doomtrader: Impressive changelog, great job you people did! Thanks a lot! Now, fingers crossed that we'll see it live within the next 2 weeks or so. And no need to rush about the manual, it's done when it's done. One question/clarification: Does the "Enlightened" Sorcerer trait give 25% (Manual) or 5% (ingame help) XP increase?
I just tested the new feature that sends the save to developers. It was surprising to see that I'm the one, who receiving them. (In the depth of my memory I'm almost sure I agreed for that). Anyway, if you folks would like to send us a save game there must be this line of letters: sendSaves Have fun.
I'd use a general email address for that, not a personal one. "[email protected]" is always good. Or you could create one specifically for the saves, e.g. "[email protected]". Should also keep your mailbox from exploding with attachments
Is that an automatic feature? Or how do i send the save? I've run into a major bug in the testflight and sending the save in would probably be good (i sent you an email).
Taking suggestions for next playthrough Should be done with my Insect game tomorrow, so I am open for suggestions what you good folks want to see next. My own ideas so far are - Darkelves, using Spider units only (plus recreating a Drow Matriarch, see #3 below) - Inspired by Baracus' question, a no-magic game (I'd play that with the Insects, they seem best suited for it; so it's rather far down the list) - Recreating well-known Fantasy sorcerers, like Karl Edward Wagner's Kane (and Efrel, of course), the Arthurian Morgaine and Lady of the Lake, or Tulsa Doom of Conan fame. Same goes for the guides: If you have any requests, like Baracus about crafting, let me know.
[Question] Max Enchantments on a crafted item? @doomtrader: I have a question about the maximum enchantments that I can put on any crafted item. Version 1.1 of the Manual states on page 25 that ”all items can have up to five enchantments.” Which seems to be incorrect, as I could add at least 6. However, some testing suggests that after a total of 15 bonus points are added to the item, any more points (e.g. by adding a +1 bonus Enchantment like Acidic Weapon) make the costs explode. Can you let us know which behaviour is correct/expected here? ----- UPDATE: I played around a bit, and found that quite a few Artifact Powers - e.g. Clear Mind, +2 Saving Throws, +20 Mana, Enchanter, Evoker, Mundane Resistance, Wounding, Planar Travel - are not listed in the Manual. Also, some of the information seems to be incorrect: E.g. Ghost Touch is listed as Augment/Air 4, but that combination does not provide it. I'm reasonably sure it's Augment/Death 4, still need to verify though. "Speed" lists with Augment/Fire 3, which doesn't work. I think it's coming from the Air Circle, need to test again to be sure.
Crafting Guide: Updated I added the section about advanced crafting to the Crafting Guide, enjoy: http://forums.toucharcade.com/showthread.php?p=3795797#post3795797