[BUG] Unhallowed Heralds still show as needing Cemetery to build / cosmetic issue Found a minor issue with the Unhallowed: In the building descriptions, the Herald still shows as requiring the Necromantic Cemetery, and the Cemetery shows the Herald as resulting unit. This is purely cosmetic, as the Herald can be built correctly with the Builders' Hall, as per v1.1 changelog:Tweaked: Dark Heralds now require Builders' Hall rather than Necromantic Cemetery to recruit
Trello Board - Notification Email Settings @doomtrader: Those are a per-user setting, unfortunately I cannot activate them for you. You can "Subscribe" to any list (see screenshot), but I'm not sure what it does exactly. The notification emails you can switch on in your Trello Profile: - Click on your account name in the topright corner - In the menu, select "Settings" - In the middle of the Settings page, you have "Notifications" - Select "Change Notification Email Frequency" - Then select whatever suits you best
1.2.1 Nerfs @doomtrader, I am with @Nullzone on the issue of the changes in 1.2.1 - why are you already starting to reduce phantom unit AC, battle summons, and bonus points for the Butcher discipline? The game is fun and challanging - What is so broken that you must rush to fix it now? Enough of the wrong changes could make this a bland game like so many others on the market today.
I'm just a messenger in this case, I can ask Edwin about the need of those changes, but my guts tells me the answer will be like "I tried and I think it will be better now" Again nothing set in stone.
@doomtrader: Ah well, in this case all I can say is "Please don't. The new AI alone is such a massive change that it will take a good while to properly evaluate/appreciate it. Wait for the dust to settle." On an unrelated note, I just ran into this change (which I didn't notice in the changelog the first time): Minimum distance between towns increased from 3 to 5 tiles. That's another pretty big one, with - I assume - large impact on gameplay. With towns further apart, logistics will get more complicated, troops travelling will take longer, etc. I dare say - just from gut feeling from my play experience so far - that it will put even more emphasis on road building, and fast and/or flying units. Same for stronger garrisons, as it takes longer to reinforce towns. The need for larger garrisons with the new AI already slows down gameplay. Here as well, my personal opinion is that it would have been better to wait until people got acquainted with the new AI. You folks are the game designers, so you can do whatever you want, of course. But it might be a good idea to listen to your rabid fanboys here
We hear you. That is why we are talking and sharing the info as quick as possible. BTW: the new build should be available on your testflight, if anybody would like to join please let me know.
Thanks, really appreciate it, that's all I ask for. Don't get me wrong, you people are doing an awesome job, I'm seriously impressed. Both by your work on PC, and by how you interact with our little corner of the asylum here If you get enough volunteers, I'd prefer to skip testing again. Want to get used to the new AI first, and do a few more write-ups. Let me know if you absolutely need more people, then I'll jump in as well. Noticed one oddity with the Unhallowed: They can build the second maritime building, the Shipwrights' Guild; but do not get a second - better - ship from it. Is that an oversight? By the way, would be a really nice flavour touch if they had Ghost Ships instead of the standard ones. And a building to replace the Living Fishery, to allow them to get some resources out of the sea (increasing population growth with drowned corpses would be fun, albeit a bit macabre ). Think Lovecraftian stuff, like that giant underwater temple in the Dagon movie, or other similar cyclopean ruins under the sea. K.E. Wagner's Kane, particularly "Darkness Weaves", is a good inspiration as well. Was looking for a specific English word for "drowned undead", which I vaguely remembered that it might exist, but couldn't find it. But I stumbled upon the Draugr, sounds fitting too: https://en.wikipedia.org/wiki/Draugr#Recent
And got another detail thing: The resource Mithril states "gives +1 to-hit and damage". But the corresponding unit trait "Mithril" only lists "+1 damage" as effect. Which one is correct? I'd prefer the former, as Mithril is pretty rare so far (first time I really use it).
Testing We got a bevy of Apple tablets here at work I can test on if you need more testers for apple. I have about 300 or so hours on World of Magic so I know my way around the game a bit. When you are ready to do android you know where I'm at!
The Android build is currently set up for testing. It is a rather a matter of those 11 thousand devices But indeed soon, very soon.
@StormbringerGT: 300 hours? *gulp* way to go for little me That reminds me, I got a request: I'd really like to hear about the different spellcasting strategies and schools you people use, ideally including your ideas/reasoning behind them. I know that I have a pretty particular style (e.g. I rarely use direct damage spells except the more extreme ones like Lightning Storm), and want to expand in other directions. Not to mention getting more content for the guides.
Trust me I know how much harder it is to test on Android than it is on iPads... Anyway sign me up for your apple testflight! What info do you need? I know Jira and Confluence very well as well.
We have been running the game on Android even before the iPad version was made But it is truth, that making sure the game runs on specific devices is nearly impossible. The good thing is that it runs on quite low-end devices, but of course as you might predict on some of them it doesn't.
Reactivating Auto-Scout? I'm playing some beginning builds to learn the game (thanks @nullzone! building lots of archers in your beginning grey elves build, and able to put down some armies). One thing that has me scratching my head is the Auto-Scout. I have my spirit flying around uncovering the land, then decided to stop him/her due to a chest I wanted to recover. But getting the auto-scout to re-start took a few turns, but not sure what I did to get it to restart. Despite selecting the army, then selecting the spirit icon, then selecting the auto-scout, there was no movement. I tried different orders, switch between skip order, fortify, and back, but then all of a sudden started to move again. I suppose I'm not doing something right. Can anyone shed light on this? Also, the spirit encountered a few people along the way, wondering if this might have caused something? The spirit is now stuck in place, although I can manually move it around. I suppose I can scrap the spirit and just make a new one, but...
Is the auto-scout the dark box under the spirit? Or is it the 'feet icon' under the various orders? Checking the manual, and it states the feet are 'moving to a spot'. If so, I'm not sure what the auto-scout is...
Autoscout is indeed the "Happy Feet" icon, bottom-most one in the vertical list of order icons. Movement will commence after you hit the "end turn" button. The "dark box" under the Spirit is for taking over a conquered Node. You'll find that Engineers have a little road icon there, and Priests a tree (nope, that's not "switch to treehugging mode" it's for purifying corrupted tiles).
Don't worry about the balance changes. By no means am I going to flatten and balance the game to smithereens. These changes were on my to-do list for a long time (especially the larger distances between cities, to prevent city spamming). +1 to hit and damage. I'll fix the description. An unfortunate omission. Thanks for pointing it out.
Oh my. I actually read through this whole thread (hey, don't look at me like that, I like reading stranger's thoughts and complex analysis' on games I've never played before ), and I'm so impressed at the dedication of both the community and the developers. It's weird that TA hasn't reviewed it yet, I guess I'm lucky I found the app icon and name appealing. When I first opened the thread I was half-expecting it to be another f2p game, and was ready to dismiss it. Then I saw the price. And the iap. Bold move, but I guess someone had to start pricing iOS games for what they're worth. @Nullzone, wow, thank you for all your hard work. I've bookmarked your guide, but I have my head full of strange concepts for now, so I still have to read it. Many thanks to the developers as well for releasing a manual, half the fun in buying games used to be reading those large manuals. Hated it when they evolved into those thin paper guides. I'll just be upfront and say I've never played a 4X game before (not as an adult, at least), but am now enthralled by its concept. I'm buying this but I'm a bit scared to start playing, haha. One one hand, it seems so complex, on the other, it looks like the type of game I can just lose myself in, and I dont know if I'll ever find my way back. If you never hear from me again, at least you know what happened to me So, yeah, tell my wife and kid I love them very much, and good gaming to all! (Sorry if I'm not adding much to the thread, but I just felt I had to say the community's enthusiasm and the developer's constant communication convinced me to buy this game.)