My game keeps crashing every once in a while, which is annoying but I can deal. The really frustrating part is that reloading often fails - once the loading bar hits about 80%, a few UI elements appear, but the loading screen is stuck and fails to proceed any further than that. Even loading in old autosaves and saves from about five minutes before the crash fail, but reloading even older saves than that seems to work. I've lost pretty much all my long-running games to this bug, and it's very frustrating. I really want to like this game - or at the very least get my money's worth out of it - but I can't when it's this unplayable. Attached pic shows the frozen loading screen. Tapping the alert symbol shows accurate alerts, tapping the army and map symbols do nothing, and tapping the plane symbol brings up a list of all planes regardless of how many I'm playing with.
@Jenman re crashes / loading stuck: I have occasional crashes too, more now that I have a really busy game with lots of units on the road, but cannot pinpoint a cause (yet). Doesn't look like a memory leak anymore, as the time can be as long as an hour, or as short as 2 minutes. Anyone else still getting crashes? If you have time, can you send the crashlogs to Wastelands? About the loading getting stuck w/ UI still working but invisible: Afaik that bug is fixed, and I didn't encounter it again after the latest update. But I did a clean start: Deleted all savegames using the ingame "Delete" function, then deleted Planar Conquest and reinstalled it. Might be worth a try to do the same.
I think I bought the game after the latest update, so I don't know if that's true - I don't think I've updated it yet. Still, no harm in trying, it's not like my saves are worth anything now I can't load them anyhow.
[QUESTION & REQUEST] Caster Heroes getting a spell and skill? Change Research Order @Wastelands, got two more. 1) A question. When a Caster Hero levels up, they can select both a Skill and a Spell. But *only* when I select the Spell first. When I select a Skill first, I cannot select a Spell afterwards at all. That also means I cannot change the selection from Skill to Spell. I do think that's a bug. If not, I suggest to limit Caster Heroes to getting either a Spell OR a Skill, but not both. They are powerful enough as it is already. 2) A suggestion for Spell Research: Please consider changing it so that the cheaper Spells always show up first. E.g. I had the Life Spell "Holy Smite" (1037 RP) sit in my Research queue right from turn 1. While cheaper spells like "Summon Hero" (600 RP) only showed up much later. In addition, I got several extra Spell schools from Dungeons. But have yet to see even one of their spells show up for Research. Instead, expensive Life spells like "Archangel" (1700 RP), "Holy Arms" (2210 RP), or "Restore Life" (for a whopping 5950 RP) fill up my queue. I know I can cast Wizard's Roulette, but the way spells show up currently does not make much sense. I assume that our Sorcerer Lords are far from stupid, and would know that researching something like Restore Life is not feasible yet, when you only have 200RP/turn. Even when I move my whole 138 Power output to Research, with 350 total I'm still in the lower range for those high-end spells. Also, a common theme in Fantasy magic is that you work your way up from the easier to the harder spells. You don't start with "Doomsday Device of Total Obliteration" right away when you are a newbie Mage. Instead, you'll have to do with a measly Firebolt or similar first.
@Jenman, sending save games should help, also what device are you using? The second part of the tutorial has been published. https://www.youtube.com/watch?v=J_Vg8dXVGMM
iPad Air. I'll see if I can upload the save next time it happens. Tried the reinstallation thing, hope it works out. Incidentally, just so I'm understanding spellcraft correctly: Investing power in spellcraft slowly raises your spellcraft to half your investment level, but it only raises once per turn, right? There doesn't seem to be any way to speed up the process any further.
Good luck with the saves! Spellcraft: If I'm not mistaken, it's the other way around: You need to invest twice your current Spellcraft value to raise it 1 point. E.g. your current Spellcraft value is 40. Then you need to put 80 points into it to increase it to 41. The Archmage trait gives you 40 starting Spellcraft instead of the standard 30; and also a 50% bonus to all Power invested. E.g. 10 points put into it count as 15. I don't know if you can increase it by more than 1 point per turn, didn't pay attention to that yet. And there are at least two higher-tier spells that increase your Spellcraft value, the Tier 8 Life Spell "Divine Conduit" even by a whopping 50 at 40 Mana/turn upkeep. Cannot remember the other one right away. @doomtrader: The tutorial video is good, well done! Two small nitpicks: Edwin's voice could be a tad louder, I had to crank the volume up almost all the way to hear him on speakers. At the end, when he puts the Spearman in Guard mode, he should also show/click which icon that is.
Is there any guide on how damage is calculated? I believe this game uses some kind of dice system. I see things saying 6d8 damage but not sure how that is calculated. Sometimes I find myself healing for to little or using too much mana on a fire spell that damages them for hundreds more than I need.
6d8 means that you are making 6 rolls with eight-sided dice and add the results, so it will be anything between six and forty eight.
@khann: Those are dice indeed, and the XdY+Z format is the notation for it, coming from wargames into roleplaying games (the old-fashioned ones, delivered on dead trees). LordGek explained that somewhere upstream, but I cannot recall where so I'll just write myself. dX is the size of the die. E.g. common ones are d4, d6, d8, d10,d20 - 4-sided die, 6-sided, 8-sided, 10 and 20 sided. The first number is how many dice you roll. If you only roll one, you leave the number out. So "d6" means "roll one six-sided die", 2d4 is "roll 2 4-siders", 4d10 are 4 10-siders, etc. The last number after the plus (or minus) is how much you add/substract to/from your total roll result; *not each individual roll, that's rare and would be 3(d6+1) I think (never seen it in an actual game)*. d6+1 means "roll a six-sider and add 1 to the result". 2d8+3 is "roll 2 8-siders, add their values together, then add 3 to the result". And so on. There's some more exotic stuff like d6/2 (roll d6, then halve the result - rounded up: 1-2=1, 3-4=2, 5-6=3) to get a 3-sided die, or rolling two 10-siders for percentages (with one being the ones and the other the tens column; I still have quite a few 10-siders in different colors just for that). The Wikipedia article https://en.m.wikipedia.org/wiki/Dice has good explanations and pictures of all kinds of dice, like this one: https://en.m.wikipedia.org/wiki/Fileice_(typical_role_playing_game_dice).jpg Just ignore the fancy math stuff, no normal roleplayer calls a 10-sider a "Pentagonal Trapezohedron" ; much like normal people call the Earth round and not a "flattened rotational ellipsoid" What's important for estimating expected results is the mean (or was it the average? I'm not good with advanced math; when I need to take my socks off, that's difficult calculations already ) of the possible result. There are tables, statistics and calculators out there, and I can only remember one number, so that'll have to do: For a six-sider, the minimum result is a 1, and the maximum a 6. But the average result is 3.5. So, if you roll a d6 for damage, you get a number range like you see ingame: 1-6 damage. The average damage you can expect from such a roll is 3.5. Wars are waged and people burned for heresy on the grave matter whether rounding up or down is the proper approach, so tread such terrain carefully, young Padawan
Thanks, that explains allot. All I need to know how a save roll is calculated and I'm good to start a new game. Understanding those things will help tremendously. I'm usually a guy that tries to learn by playing. Also can you delete or destroy a town that is under your control?
Manual page 36 "The formula for saving throws looks like this: d20 roll plus the units Saving Throw needs to be equal or higher the spells Difficulty Class (DC)." So, for saves you roll a d20+X against a target number, like those shown in the spell descriptions. X is any boni or mali the unit has. E.g. with a +5 bonus to your save you roll d20+5 against the target of 15. To get a total result equal or higher to 15, you need to roll at least a 10. Some units have a negative bonus (=malus), e.g. I think Orc Raiders have -1 on their Will Save. So they roll d20-1 against the target number. And afaik you cannot destroy your own towns. I tried, but even with 0 population and no buildings the town keeps existing. @Wastelands: That would be a good addition, seconding that. Maybe lose Fame equal to what you'd lose when an enemy conquers it, or at least half that?
Think I'm getting a bug(?) where sometimes the research points required for spells quadruple at random and never return to normal. Unless there's something I'm missing about the research system.
That's a known bug, the good folks at Wastelands already fixed it, it will be in the next update: http://forums.toucharcade.com/showthread.php?p=3811299#post3811299 and http://forums.toucharcade.com/showthread.php?p=3811316#post3811316
[BUG] Conquered town regarrisons with enemy units Got another one, just sent my saves. Only time this happened in all my games, and after cleaning out the new garrison it worked correctly. Repro steps: 1) Load the game "BugTownReGarrisoning". 2) Go to the army with the Stag Beetle, southeast center of the Paradise map (it should be centered on already). 3) Note that the town "City of Rings" shows my flag. Also, you can access it normally, build units etc. 4) But it still has an enemy unit in it, and I can still attack it. 5) After attacking again and killing the enemy unit, everything is back to normal. 6) Odd enough, this seems to be a one-off issue. If you load the save "Elf2" (which is the one from where I resumed when the bug occured), and attack the town then, it doesn't happen again: no enemy garrison in your own town.
I did, see step 6 Did you get all the saves? If yes, the one named "Elf2" is right before I attacked the town.