I share with you the same problem dealing with this skeleton attack as well. I, too, tried to wither each skeleton down to a minimal health first and then use an AoE attack to clear all of them at once. The problem with this approach is that you open yourself to MULTIPLE attacks by all of the non-killed skeletons that are dealing the same damage even if each of them only has a minimal hit point left. By the time you deal with all of the skeletons to ready them for an AoE attack, you yourself have already suffered significant damage to the point that it is nearly unmanagable unless you use a health potion to restore. In my plays, this enemy and enemy dealing with poison (a point which I mentioned before) are the two enemy types for which I think the game needs some rebalancing to lessen the harshness of the attacks. *** Alex, just a minor glitch, the pin in the Inn that introduces the Quest "Barry's Mead" in the Jungle should be a dialog pin, not a quest pin, since tapping on it open a conversation about the quest in the Jungle and not a quest in itself. BTW, as you warned, I think the Vespids attacks are too overpowering, feeling like the game is hamstringing the player into a very specific style of attack/play (which, because of the pesudo-random tiling, cannot always succeed). In general, I think the "presumed" endless respawning is not a good mechanic as an enemy attack.
Regarding the topic of trying to avoid using consumables: some games are balanced so that consumables like health potions aren't required unless you've made a mistake. In those I would agree that using consumables is a crutch, and I prefer to avoid using them. However a lot of other games are balanced with the assumption that players will use consumables. In those games, choosing which consumables to carry and when to use them is part of the gameplay, and trying to avoid using them altogether is just going to make the game seem a lot harder than it was designed to be. Also, I don't think it's very accurate to imply that levels are poorly designed because they require using consumables, when the developer has clearly stated that the game was intentionally designed that way. I can understand criticizing the design of the game, but that's different than criticizing specific parts of the game on the premise that it was designed differently than it actually was. Personally, I like the consumable design in this game more than in some other games. It feels well integrated into the gameplay, due to the limited size bag, and the fact that they drop while playing. It's not like some games where you can carry an unlimited number of health potions, which I would agree does feel like cheating.
Alex, Please explain this... This would be a very bad bug if this is true. I was at level 13 with XP 38278, just below the threshold for leveling up to 14. I had just received the 6-glyph spell summoning stone upgrade. After the next battle, I leveled up to level 14, my XP grew to 38679, and I was given an upgrade card to choose. However, when I reviewed my character stats afterward, the upgrade card that I just chose earlier did not appear among the cards for my character. The problem appears to be related to the number of cards already in the deck. With the previous uneventful upgrade, I had 21 cards in the deck in total. I can't seem to be able to add another card after that. Unsure if the number of cards (21 in my case) is specific to my case or if the cards are not adding beyond a character level (14 in my case). Is this a bug?
Great game so glad Touch Arcade is here or I would have missed this one in the huge sea of apps that is the modern AppStore.
One of the upgrades when you level up increases your status effect resistance. Thing is, the bit that displays what you're resistant to in your Room should only take equipment into account, but doesn't
Mudslide is your friend here - AoE Snare attack. Failing that, cycling through each one and hitting them with something like Flare, Dancing Wisp, Beartrap or the like should ensure that you suffer fewer attacks.
Ooh. Good one. There is a bit of code that should cap the player's level to 20. It's not unreasonable to assume that there's one bit going on NumberOfCards to determine the player's level, which would be wrong as the player is occasionally given cards through the normal playing of the game rather than solely during level ups. (It's also not unreasonable to assume that I may have a >= rather than a > resulting in an out-by-one error in there as well.) I'll take a looksee for the January update. This is the first time I've heard of this - probably because most people have completed the game by around level 13-14 and stopped playing. Good bughunting.
Alex, You completely lost me here with your explanation. Did I do something wrong during the game? I am at only level 13/14, but I am not even close to being finished. I am still in mid of gathering the ingredients for the "book". Obviously, this also means that I have yet to do any of the big boss fights (trying to avoid spoilers here). As far as I know, I did not take any detour and had stayed away from the adventure quests (thus no grinding too). So how come other players could finish the game and beat the final bosses at only level 13-14? On a more practical basis, what should I do now? If I continue to play, are my upgraded stats and character abilities still in effect when I go on a quest, even though the skills upgrades are not being shown correctly in the cards now (but will be shown once the bug is fixed)? I don't look at the cards to make decisions when leveling up per se since I know the skills I have already. So is this an entire cosmetic bug? Or does this bug affect my battle stats as well so that my attacks are not as strong as it should be? Lastly, are the types of skills cards available tied to certain player levels? Or is entire deck of skills cards open to the player from Level 1? There are more desirable ones like Health Regen with Chaining, Heavy Armor, and so on, that do not appear to be available early on in the game.
No, you've done nothing wrong. 13-14 might be a bit of an underestimation on my part. But you're the first person to point this bug out. I've had a brief look at the code and it does indeed look like just a cosmetic bug. Actually, I was a bit out in my original guess - the problem is twofold. Firstly, the maximum length of the upgrade path (the order in which you collect Perks) only took the player-selected Perk types into account. That means everything except the ones that the other characters give you during the story. Secondly, it didn't take into account that certain Perks can be selected multiple times - Fitness levels 1,2 and 3 for example - so it was really out of space. Yes, the Perks are limited by a minimum level requirement. Some also have a previous Perk requirement (so you can't pick up Merchant before you pick up Dealer, for example). You're going to ask me for a list of level requirements next, aren't you? ...
No, but if you're one of the people who weren't able to buy the Mage License on the original Glyph Quest because of the move to iOS 8, the fix for that is now live on the App Store.
Attention Questers! With the new year upon us, it's time for another roll of the dice. We have another update in the works, due out for the 22nd Jan. Fair warning - this will disable the special Christmas quest arc, so if you want the rewards that it offers, you'd better get that started real soon. Note, if you've already started it, you'll be able to carry on post-update as we're just going to disable the start of the questline. So what does this update bring, I hear you ask? Well, here's the plan: * More quests! Well, of course more quests. I tell you what though - these may well include branching quests too. Pick a side and live with your consequences. In your face, Mass Effect. * More monsters! Predominantly to do with... * New collaboration! Okay, I can't say much now, but this one's a biggie. * More story! Want to know what happened to Rhiabelle's powers? Or why Sky Pirate Jim doesn't like Smuggler Andy? * Achievements! For those of you that care about that sort of thing. TBH, it's a wonder we never put them in before. * New Bug Fixes! Some real corkers have reared their ugly head recently, so we shall be doing our best to squish them all. * New Bugs to Find! When we play with the code, we break things. We always break things. And yes, maybe that list, if I get a chance...
Thanks for the New Years update, really enjoying this game need to level up so I can get to the advanced spells, painful knowing they exist but not having them yet. Cheers, Zenfar
Here is a list of all of the user-selected upgrade Perks in the game. They're grouped roughly in to three different categories - Attack, Defence and Utility (I was a huge LoL fan...) Level refers to what level they become available at. The number of upgrades is how many times that particular Perk can be selected. Some also have a previous requirement - for example, Ranger requires you to have Hunter 3 times before it will become available. Attack Reversals, Level 1 Aftertouch, Level 3+, 3 upgrades Hunter, Level 5+, 3 upgrades Flow, Level 7+, 3 upgrades Reversal Damage, Level 7+, 3 upgrades Ranger, Level 11+, 3 upgrades, Req: Hunter 3 Reversal Chain, Level 13+ Defence Armour, Level 2+, 3 upgrades Fitness, Level 3+, 3 upgrades Heavy Armour, Level 5+, 3 upgrades, Req: Armour 3 Endurance, Level 7+, 3 upgrades, Req: Fitness 3 Status Resist, Level 9+, 3 upgrades Healing Flow, Level 11+, 3 upgrades Damping, Level 13+ Utility Loot, Level 2+, 3 upgrades Dealer, Level 3+ Gatherer, Level 3+, 3 upgrades Grinder, Level 3+, 3 upgrades Dapper, Level 5+ Merchant, Level 7+, Req: Dealer Null Reset, Level 13+ Whenever you level up, 3 Perks are chosen at random from a list of every remaining Perk that is available to you. If you don't see the Perk you want, yet you know it should be available, you can re-draw the Perk selection (at the cost of some gold, of course).
Posted a couple of new monster images over on the Facebook page to do with our new awesome guest collaboration. Can you guess what it is yet? The crow theme might be a bit of a clue...
New trailer's up if you want to find out about that new collaboration I mentioned before. Update drops on Thursday! Tell your friends