Universal Planar Conquest (by Shortbreak Studios)

Discussion in 'iPhone and iPad Games' started by strivemind, Feb 4, 2016.

  1. freedomthai

    freedomthai Member

    Mar 24, 2015
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    pretty good game for civ fan,don't know why toucharcade don't care of it and not sell much on app store.
     
  2. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    #962 Nullzone, Mar 24, 2016
    Last edited: Mar 24, 2016
    [BUG] Crashes and problem when attacking townwalls

    I just sent my recent crashlogs and a bug (with saves) to Wastelands, copying FYI:

    I guess that the crashes are caused by memory shortage, with having so many units running around and on garrison (didn't count, but 20 towns with at least 8 garrison each already are a minimum of 160 units). In the same game, earlier on - say before turn 50 or so - I did not have any sporadic crashes at all.

    Attacking townwalls - at least with the Red Samurai Titan - reproducably freezes the battle.
    1) Load Save.
    2) Go to the red "Samurai" Titan, and have him attack the town he's at.
    3) Move him to the Townwall, and attack a wall section. He has Wallcrusher, so it should work.
    4) Note that the battle freezes completely now: you can still move the map around, and cast Spells. But you cannot finish the turn, or autoresolve the battle. "Resume" from the menu doesn't work either. All you can do is "Return to Main menu", and even that takes a few seconds before you see any reaction to the button tap.

    I tried a few times, and it was reproducable.
     
  3. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    #963 Jenman, Mar 24, 2016
    Last edited: Mar 24, 2016
    Won another 'superhero' game, this time with a dark elf zealot as the chosen hero so as to get a wall-scaling unit buffed up right off the bat. Max Protection, with a point in Augmentation to get a couple easy weapon buffs. Here's the list of buffs it had at the end:

    -Bless
    -Bless Weapon
    -Bone Aura
    -Death Ward
    -Elemental Armor
    -Guardian Wind
    -Life Ward
    -Resist Elements
    -Resist Magic
    -Spell Lock
    -Stone Form
    -Stone Skin
    -Water Walk
    -Wind's Agility
    -Wraith Form

    Could have had: Unholy Weapon, Cloak of Fear, but I skipped the former because taking it on and off all the time depending on whether I was fighting undead or not got tedious, and I skipped the latter because the more enemies attack me, the quicker they die.

    Spent most battles standing in a Circle of Protection, and once I unlocked Invulnerability it was all downhill from there. Funnily enough, the hardest fight I faced was breaking through the guardians of the portal to the shadow plane - once that was done, there were another thirty turns of clearing out the other two sorcerer lord's major cities, and then another fifty of wearily scouring the planes until I finally found their last crappy city hiding in a corner somewhere and proceeding to poke it to death.

    I decided to try taking every city I conquered instead of razing them, which was probably a mistake. Most of them were colossal money sinks, even after I sold off all the costliest buildings and set them all on production. The last few turns had me diverting half my mana income to gold just to keep afloat, and the very last few turns had a few of the crappier cities conquered by wandering neutrals showing up out of nowhere - which actually ended up raising my net income per turn and had me turning a profit once more.

    The superhero build seems to work well for Mageling at least, especially if you run something like a single-plane game - your opponents like to spread wide instead of deep, and rarely pack the exact spells needed to ruin your day.
     
  4. MintDragon

    MintDragon Well-Known Member
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    Mar 7, 2016
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    Awww. Sad to hear. Hopefully they can have a breakthrough on the memory management front. My games aren't nearly as unit intensive as yours yet, so have been fortunate.
     
  5. 4Xgames

    4Xgames Active Member

    Feb 10, 2016
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    Bugs Found in 1.2.2

    The good news is after over 100 turns I have not yet seen the end of turn bug that the 1.2.2 patch was designed to fix.

    However I have seen the following 2 bugs:

    1. Sometimes when I click on a unit and attempt to move it all units and some terrain features begin to move together independendtly of the rest of the game including the circle under the currently selected unit. The only fix is to reload the last save. The issue does not reproduce at the same point so sending in a save game is unlikely to help. However I will send one in the next time it happens. This bug occurs with reasonable frequency. This bug existed prior to 1.2,2 and I have previously reported it.

    2. The second bug occurs occasionaly during combat. The game will not react when I click the end of combat turn button. The game is not frozen in that I can still move any of my units around. The only way to end combat is to select autoresolve from the menu. This bug also existed before 1.2.2 but was very rare. It appears to be more common now.

    The game is still great fun but these bugs might keep some people from trying the game. I am playing Planar Conquest on an iPad Air 2. The current game has two planes, four AI oponents.
     
  6. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Re 1.2.2 Bugs:
    I can confirm 4Xgames' #1 above, just had the same happen twice in a row:
    Once the "unit/building overlay" started to slide after using a teleport stone, the second time it happened after I completed a battle.
    Just like 4X writes, reloading solves it.
     
  7. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #967 Nullzone, Mar 25, 2016
    Last edited: Mar 25, 2016
    Congratulations!

    Yep, you don't need that many spells for the Orcs. Once you got your economy going, you can just drown them in massed Orcs. That even their high-tier units are so cheap to produce is a big boon for that.

    Correct. You don't need to have ranged units in your army for that. Even with only melee units, the enemy will come out of their townwalls at some point; latest when their rangeds ran out of ammo. Surviving till then can be a problem, though.

    Enjoy, and share what you come up with ;)

    @calabash: my pleasure. By all means, share your games, even if you don't win. The more input we get, the better.

    @Jenman: Thanks so much for doing all the work with the spells, very much appreciated. I am a bit ill and taking things slow, so it might be next week till I put a post with links up in the guide thread.

    Also, the Superhero approach is a really good idea. I couldn't resist trying it myself, finally started my Orc Protection all-melee game. Works really well, with a few drawbacks. More on that in the next post.
     
  8. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #968 Nullzone, Mar 25, 2016
    Last edited: Apr 1, 2016
  9. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #969 Nullzone, Mar 25, 2016
    Last edited: Mar 25, 2016
    Just noticed I totally forgot to report back about that one.
    I kept all my towns, but it was very close. On the turn before I conquered the enemy Sorc's staging town, I was down to a single Hunter as garrison; even all the militia were dead.

    With a massive 4-pronged (1 Titan, the Rune Golem, 2 full-stack armies) assault after the Rune Golem took out that pesky town, I managed to establish area control over that part of the map. Then I slowly started sweeping the area clean, with a focus on destroying towns and roaming units over cleaning dungeons.
    After that, nothing much special to report, just cleanup business as usual.
    I was still doing that when the new update hit; decided to abandon the game and started the Orc Superhero Protection one.
     
  10. doomtrader

    doomtrader Well-Known Member

    Apr 15, 2013
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    game developer
    Poland
    We have released Android version of the game.

    1.2.3 patch will be sent to publisher tomorrow, and probably to Apple on Tuesday.
     
  11. khann

    khann Well-Known Member

    Apr 25, 2013
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    I've recently encountered a bug. It only happened when fighting a lone rune golem. The enemy casts arctic chill and then the (tries) to move. The enemy's character animation moves up one tile but stays in the walking animation. My units can not attack or move. Anyone else encounter this?
     
  12. khann

    khann Well-Known Member

    Apr 25, 2013
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    Configurations. Keep up the good work.
     
  13. doomtrader

    doomtrader Well-Known Member

    Apr 15, 2013
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    game developer
    Poland
    Android version is already 1.2.3 and here is the changelog:

    - Updated combat log toggle button
    - Fixed cloud of flies
    - Fixed: Create Undead no longer works on Elementals
    - Fixed: Create Undead is properly cleaned between battles
    - Fixed: Looted features are no longer looted after load
    - Fixed: Level up panel issues with spell and ability
    - Fixed: Gray resource icons
    - Holy Arms spell now casts Bless Weapon with correct values
    - Fixed battle freeze after attack Myrodants walls
     
  14. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    #974 Jenman, Mar 25, 2016
    Last edited: Mar 25, 2016
    Another spell list from a fire run I'm doing, think this should be all the fire spells. Running fire mastery, enchanter and summoner, so adjust those mana values accordingly.

    T1:
    Hell Hounds. F/Summoning, 37 mana, 2 mana upkeep. Summons a hellhound.
    Slaveworks. F/Augmentation, 17 mana, sacrifices 300 population to boost current production by 100. Might be bugged, I don't think I've ever seen this work.

    T2:
    Arson. F/Destruction, 85 mana, destroys a random building in enemy city.
    Chaos Channels. F/Biomancy, 42 mana. Single friendly unit is turned into summoned fire creature, gains either flying, +2AC or +1d6 fire damage. Must be living nonsummoned unit. Not an enchantment.
    Flaming Weapon. F/Augmentation, 39 mana, 2 mana upkeep. Single friendly unit gains +1d4 fire damage.
    Gargoyles. F/Summoning, 45 mana, 3 mana upkeep. Summons a gargoyle.
    Sow Discord. F/Mentalism, 25 mana, 1 mana upkeep. Single enemy city gains +20% unrest.
    Wall of Fire. F/Protection, 58 mana, 2 mana upkeep. Single friendly city gains wall of fire that does 6d8 fire damage to any enemies entering it.

    T3:
    Drought. F/Biomancy, transforms a single tile. Plains transformed into deserts, swamps/forests into plains.
    Mana Burn. F/Mentalism, 21 mana. Target enemy sorcerer lord loses 25-100 mana.

    T4:
    Exhaust. F/Biomancy, 127 mana, 2 mana upkeep, disables a single resource on one tile.
    Fervor. F/Augmentation, 130 mana, 4 mana upkeep. Production income +100%, unrest +20% in single friendly city.
    Fire Storm. F/Destruction, 59 mana. 8d6 fire damage to all units in target enemy army.
    Fire Giant. F/Summoning, 150 mana, 6 mana upkeep. Summons a fire giant.

    T5:
    Altar of Battle. F/Augmentation, 195 mana, 4 mana upkeep. All produced units in target city gain +3 starting level.
    Nightmares. F/Summoning, 300 mana, 5 mana upkeep. Summons a Nightmare.
    Raise Volcano. F/Biomancy, 127 mana. Creates a volcano on target tile. Volcanoes cannot be crossed except by flying units, have no other effect.

    T6:
    Book Burning. F/Mentalism, 382 mana, 5 mana upkeep. All other sorcerer lords have -25% research income.
    Efreet. F/Summoning, 472 mana, 10 mana upkeep. Summons an efreet.
    Flaming Guardians. F/Protection, 454 mana, 10 mana upkeep. All friendly cities on plane gain 2-4 fire giants when attacked. Fire giants will stick around after battle if they survive, but cost 6 mana upkeep each.

    T7:
    Chaos Spawn. F/Summoning, 600 mana, 15 mana upkeep. Summons a Chaos Spawn.
    Infuse Sun. F/Biomancy, 552 mana, 8 mana upkeep. Transforms 2d6 plains into deserts and swamps/forests into plains on target plane every turn.
    Metal Fires. F/Augmentation, 765 mana, 20 mana upkeep. All friendly units gain Flaming Weapon.
    Omens of the End. F/Mentalism, 467 mana, 7 mana upkeep. All enemy cities gain +20% unrest.

    T8:
    Chaos Mastery. F/Biomancy, 935 mana, 18 mana upkeep. Casts Chaos Channel on all recruited units from that point on. Chaos Channel limitations apply.
    Destruction Aegis. F/Protection, 807 mana, 11 mana upkeep. All friendly units immune to direct damage spells on strategic map.
    Fire Drake. F/Summoning, 810 mana, 25 mana upkeep. Summons a Fire Drake.
    Magma Surge. F/Augmentation, 850 mana, 30 mana upkeep. All friendly summoned fire units gain +20% HP, +2 AC and +6 Strength.
    Meteor Storm. F/Destruction, 850 mana, 10 mana upkeep. Every building in enemy cities on target plane has 1% chance of being destroyed every turn, every unit (including friendly ones) not in a city take 3d6 fire damage at the end of every turn.

    T9:
    Armageddon. Pure Fire. 1062 mana, 20 mana upkeep. Creates 2-8 volcanoes every turn on target plane. Note: leaving this on for too long tends to make things a little buggy.

    In-battle spells next.
     
  15. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    Note: The aforementioned bugginess with Armageddon is also making unit movement impossible - they won't take a step. Therefore, using Battle Arena to make this spell list. As a result, these are the default mana values with no modifiers - if you have the necessary mastery/disciplines, reduce their value accordingly.

    T1:
    Berserk Frenzy. F/Mentalism, 12 mana. Chosen unit (friendly or enemy) gains -2 AC, does double damage and receives half damage for 5 turns.
    Fire Weakness. F/Biomancy, 10 mana. Target enemy unit gains +50% fire weakness.
    Flame Arrow. F/Destruction, 6 mana. Does 8d4 fire damage to single enemy unit.
    Searing Aura. F/Protection, 10 mana. Single friendly unit gains +15 fire resistance.

    T2:
    Flaming Weapon. F/Augmentation, 12 mana. Single friendly unit gains +1d4 fire damage.

    T3:
    Blazing Martyr. F/Augmentation, 15 mana. Single friendly unit gains +2 AC, +4 strength and 1 additional attack, but dies after battle. Good for casting on in-battle summons.
    Cleansing Fire. F/Protection, 12 mana. Does 4d6 fire damage to single friendly unit, removes negative enchantments.
    Fire Elemental. F/Summoning, 22 mana. Summons a fire elemental.
    Fireball. F/Destruction, 25 mana. Does 6d6 fire damage to all units in a 3x3 square around chosen tile.

    T4:
    Confusion. F/Mentalism, 20 mana. Target enemy unit will either attack normally, attack their allies, or do nothing for 6 turns.
    Fire Shield. F/Protection, 25 mana. Single friendly unit gains shield that does 50% of received damage to attacker as fire damage.

    T5:
    Bloodlust. F/Mentalism, 30 mana. Target enemy unit attacks nearest unit for 2 turns.
    Flame Strike. F/Destruction, 15 mana. Does 10d10 fire damage to single enemy unit.
    Magic Taint. F/Protection, 40 mana. Every point of mana spent by any unit does 1d2 fire damage to them.

    T6:
    Burning Rage. F/Augmentation, 40 mana. All friendly units gain +6 bonus damage for 4 turns.
    Doom Bolt. F/Destruction, 35 mana. Does 60 arcane damage to single enemy unit, cannot be saved against.
    Warp Reality. F/Biomancy, 40 mana. All units on battlefield except summoned units gain -6 AC and hit chance.

    T7:
    Fiery Retribution. F/Protection, 65 mana. All friendly units gain Fire Shield.
    Incinerating Cloud. F/Destruction, 60 mana. Does 6d10 fire damage to a 5x5 area around one tile, cloud sticks around for one turn more.

    T8:
    Orgy of Carnage. F/Mentalism, 70 mana. All friendly units gain +3 hit chance and +2d6 fire damage, but will attack the nearest unit regardless of alliance.

    Remember that the reduction from disciplines can count for a lot - Orgy of Carnage only costs 45 mana for me to cast on the aforementioned fire run.
     
  16. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    #976 Jenman, Mar 25, 2016
    Last edited: Mar 25, 2016
    Incidentally, I won the fire game by doing kamikaze rushes with magic spirits and slowly whittling down garrisons until my main army could take them over to conquer the starting plane, then once I started interplanar explorations, just grabbing one city on every plane, reinforcing the hell out of it, and casting meteor storm on every plane. Amassing several casts of Fire Storm really helps to clear out enemy cities - drop them all one turn before you attack, then walk in and clear the militia. After that, it was another hundred or so turns of researching and casting the Spell of Domination, most of which were spent spamming the next turn button with nothing happening.

    I think a nice way to speed things up would be a spell that allows you to permanently banish an enemy sorcerer lord once you've destroyed their tower - should be on par with the T8/9 spells research/casting cost-wise, but cheaper than the spell of domination. That way once you've located/conquered the enemy's capital, the endgame isn't just wearily scouring the planes for fifty turns until you find their last crappy city hidden on an island somewhere.
     
  17. doomtrader

    doomtrader Well-Known Member

    Apr 15, 2013
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  18. khann

    khann Well-Known Member

    Apr 25, 2013
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    #978 khann, Mar 26, 2016
    Last edited: Mar 26, 2016
    IOS users are usually less worried about price. Just ignore them for now. I was worried about price but I read the thread and decided after reading the reviews and watching stuff on YouTube. I can't believe one of the people said to make it free and just sell the IAPs.
     
  19. MintDragon

    MintDragon Well-Known Member
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    Mar 7, 2016
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    Ah, I don't have/use reddit, but took a look at the link. I'm sure that once you have some initial Android users and/or the Steam version up to satisfy the World's of Magic crowd, it will be a much easier discussion... The current people commenting are just skeptical.

    Keep your team motivated, such a wonderful game. Let's keep knocking down bugs a few more rounds. @nullzone, myself, others here are with you every step of the way. BTW, I'm also a Kindle Fire HD6 user, might want to consider distribution through Amazon as well, I'd be able to help generate interest there (and I'd purchase as well) :)
     
  20. MintDragon

    MintDragon Well-Known Member
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    Mar 7, 2016
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    Edwin, iExplorer still doesn't have access (file sharing enabled)... as we get further into bug squashing, will this provide a better way to help track them down in iDevices? or do you think the Saves naming is sufficient?
     

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