I forgot to ask earlier, but after you finish the final story battle, Spoiler is it intentional that there is no ending dialogue or cinematic? I got my exp and loot and then it just put me back at the main starting screen.
Thanks for all the tips. Out of interest, what sort of level characters do you need to finish the game on 'normal' setting, assuming an average competence? Just a rough idea will do.
No prob For normal, regular leveling progress should be more than enough. I guess you'll end up with level 8 at least? I switched to Hard mode somewhere around halfway IIRR, and my folks are level 10 now with 3 more Story Missions to go. And frankly, with all the buffs my squad can put on, a level or two more aren't even that noticeable anymore. 200 attack skill is 200 attack skill the area where levelups still help me is Evasion, Crit Resist and Critchance: much easier if those are naturally high and I don't have to pay attention when/if I need to recast buffs. Are you asking out of curiosity, or are you running into problems with completing missions?
That's fine by me. I'd also be fine with an energy constructs, or some way to teleport allies and/or enemies onto the portal, just not "summon a portal that makes you wait a turn to summon one thing and then has nothing to do before it expires." Not really a portal at that point, just a really awkward single summon.
Yeah, that's a valid point. I wonder if I should just remove the expiration completely and allow for some other ability on top of summoning infantry? Not sure what else a portal could do really. What would be cool is if added functionality for tiles that teleport you immediately to another tile. That way I could make the summoned rift be a means for moving your troops around the battlefield.
Getting the next big update ready. This has the new transparent wall effect and lots of UI improvements, bug fixes and game balance tweaks.
If portals didn't expire, and it wasn't too annoying to code, maybe you could make portals have a very low cost ability that would let them teleport anyone within 1 square over to 1 square of any other portal. Because connected portals = connected wormholes. Or something. But i suspect that might be really awkward to program.
Thanks NZ. I'm asking for both reasons really. I only ever got about half way through DR2, because I seemed to get thrashed very quickly. I'm now on mission 16 and wondering whether to use the special missions to level up the team a bit, or improve my tactics. It's nice to know that I don't seem too far from what you reckon. Cheers.
The special missions are quite fun. I would hope you play them all at least once in your play through. Ultimately, you should never be at a point where you get totally pummelled. If you ever find you need to level up massively from one level to another, let me know. I'm aiming for gradually increasing difficulty curve and no major spikes.
Here's the change log, by the way: - See through system now allows you to see holographic images of units obscured by walls. - Users can now set a favourite ability to the quick ability button. - Tutorial moved to new game prompt (before team selection). - Option added to use a pre-selected team. - UI improvements. - New enemy added: Large cocoon that can spawn brood champions. - Game balance adjustments. - Bug Fixes.
Other than the Undo button for movement, is there anything I haven't addressed that people have asked for?
We want MORE! I would gladly pay for an expansion pack with new characters and/or missions. Just a thought.
While an expansion to Hydra sounds good (mission series where you play the Aliens?), I'd also love to see Wavelight's next games So a bit torn on this one.
I started work on the next Strike Team game this week. I don't believe that expansion packs are viable in the app store market and prefer to do stand-alone, premium games. I've been creating characters for the next game and have developed a very promising, new workflow. For example, it looks like I'll now be able to have different visible weapon upgrades appear on the character as they level up or equip higher quality weapons. I'm doing the story boarding and character creation. The game will be set in a futuristic city and not in the confines of a ship so there will be things like vehicles, heavy mechs, civilian crowds, etc. So a lot of new gameplay elements but with the same core game. Similar to how Demon's Rise 2 introduced very large monsters, out-door scenes, etc. to the Demon's Rise formula. However, before that comes out ... I'll be finishing my space fleet game and probably the next Demon's Rise game.
massive improvements in the ui, especially in this last version. The game went from frustrating (for me) to enjoyable with these updates. Color coded hexes and unit transparency made all the difference. In the beginning i was feeling like you wouldn't listen, and i was surprised -after all, the DR games are so great because you did listen. Very happy you made these changes. Lets see the next game