I was actually considering switch over to terminator armor for my main character. Tbh I don't even do that much dmg to the boss with range weapons/overwatch, and the terminator armor lets you rack up tons of defense for free, use teleportation, gives you access to thunder hammers, and gives you melee specialization (20% melee dmg). The only thing I really lose access to are my overwatch weapons, my one sprint card, my zero jump packs, heavy weapons (which I don't use), and my two legendary ranged weapons (range 5 Bolter and a Flamer). I do however have 7 legendary melee weapons, one of which is level 2, along with several epic melee weapons (including two equipable epics). Once I get the credits, I'm going to give it a try and let you know how it goes.
I will do the same. I will miss my legendary plasmagun and epic overwatch Bolter, but I hope that 20% melee dmg and free defense will be more useful in this mission. Let's see.
I don't even have a legendary overwatch weapon to miss Only need to run mission 3-1 35 more times to max out my squadmates and then I'll start working on my terminator armor levels lol Ps I wish the cyclone missile launcher for Harald wasn't equip w/ only 1 ammo. That makes it so obnoxious to try and use if it was just a use card, it'd be amazing, but as is, I don't think there's any choice but to go for the stormbolter. Too bad, because I could really use a weapon with stun
Wow. I did it. All my squadmembers were dead and main hero has only 200HP (that means that he will be killed next turn by sorc) when he raised his mighty thudner hammer and make the last blow (and btw only +20% melee dmg +50% rage bonuses allows him to kill the bastard). P.S. And I will not spoil you the secret that will be revealed when you finish this mission, you should do and see it yourself
Just don't move to a square right next to the rune priest and you should be okay. If using the jump pack or the terminator teleport, you can jump from the area just before the last stairs and to the area with the 2 oil drums. This will trigger a spawn of 2 pairs of marines and should make the priest run up from his little area. Then either jump/teleport past him, or let him run up and run around him. I prefer using my hero in terminator armour and saving a few -effort cards, so I can move close to him, reduce my effort. Take a new turn and teleport past him. He'll be engaged with the newly spawned marines and your other 2 guys should just stand back or try to lure them away, so the priest don't kill them before you reach the chest.
Congratulations! Hope you liked the campaign. Let me introduce myself. I'm Oleg Snisarenko, lead game designer at Herocraft and I'm really glad to see so much feedback here. Feel free to ask me if you have any questions or suggestions. (anyways I'll post a "currently in development" post here later this week) P.S. btw do you know what happens when Oriax fully charges the Tesseract Labyrinth?
Hi Oleg. Yes, I really like it. Thanks for this great game. And btw when the new campaign will be ready? Mmm, usually I died earlier than this happens. But I now I really need to see it, if you promise that it will be different movie/story than when you kill Oriax.
The second campaign will be ready after the PvP and this campaign will be more dynamic and sometimes more challenging than the first one. It will introduce quite a few new game mechanics (cards/enemy mechanics/more diverse AI). Yes, it's really different. And it's the second hint on what you'll experience in the next campaign. 2 short questions for you guys: 1. Do you have a mission that you really hate/like? And why? 2. Do you have a character or event that you really liked?
Hey yury and Oleg, I just finished the campaign today too, and I must agree that the ending cinematic was a pretty epic cliffhanger for campaign 2 the cinematic before you lose when Oraix fully charges is pretty cool too, but I don't want to spoil it. I think I'll keep your secret I am actually proud to have finished this campaign, and I don't remember the last time that I felt that about a mobile game. I can report that the game is 100% completable without paying a single cent, and I did not have to grind for credits/parts until right before the very last mission. I believe that the game's difficulty is very well tuned, especially considering it is f2p. I am very excited about upcoming pvp update. I have a few suggestions/comments, some of which have already been voiced in this thread but they bear repeating. 1) improved UI for deck building/card management. Let me look at the cards in my deck without removing it. Let me filter cards by rarity and whether or not they have an upgrade available. 2) Increase the size/duration that enemy cards are displayed on screen when they are used. I'm playing on an iPhone 5 and it's nearly impossible to read enemy cards in one try. Please make them last longer and a bit larger! 3) toggleable fast forward and the ability to skip cinematics. Nuf said. 4) it would be nice if all of your squadmates hp would increase with your main heroes, instead of being based on the levels you have purchased. Keep the cards and card leveled link to the unlocks, but as it is right no, there is next to zero reason to use a lvl squadmate in a later mission because the AI will focus him and three-shot him. 5) promo codes for me >.> As far as my favorite mission, in no particular order: 1-5: rest in silence (that forge crate was evil/clever!) 2-5: the rain (running a mission solo was a great, interesting twist on the normal gameplay) 2-6: knowledge is power (because dreadnoughts and thunderhawk gunships) 3-3: chased by flame (great level design and change of pace from the normal gameplay) 3-7: no one lives forever (highly challenging, double bosses, terminators galore, great cliffhanger) The only mission element I was not a fan of was in mission 3-6: deeper and darker because of the randomness of the door. It could have potentially been have frustrating if you have bad luck lol As for characters, I wish there was more story interaction with your squadmates instead of/in addition to the guys in the base. Also, make Carl less suicidal so he's actually save-able >.>
I'm very pleased to hear that you guys enjoyed the game and the first campaign in particular. Thank you for your suggestions. We are going to make improvements to the UI and other usability aspects, but don't expect it to be ready in the first major update. As for the #2 you can tap an enemy card to view it closer.
I haven't tried to tap it, and don't know if it works, but the problem is that regardless of its size enemy cards are shown for very short timeframe (about 1 sec) and you don't have time to read it.
First off let me thank you for making this game and congratulate you on what I consider a job very well done. I haven't had much chance to play lately so I'm only at mission 2-5. Thus far I must say my favourite mission has been 1-6 "Rest in Silence". I like the fight with the sorcerer, it makes for some different tactics and I've enjoyed playing it in different ways. Only bad thing I have to say here is that I would love some sort of countdown/timer on the Runepriest's progress. Would allow for better planning of resources. My least favourite mission is 2-3 "Hopes and Fears". The reason is twofold. First off, the primary objective is listed as "Kill all Chaos forces inside the temple". It took me quite a few tries to understand that this objective gets thrown in the bin the second you step in and in the end, the only objective is to kill the sorcerer. Again. It really wouldn't hurt to show that the new objective replaces the old one. I for one kept thinking I had to complete the new "kill the sorcerer" objective AND the old "kill everything". The second thing I don't particularly enjoy in this mission is the massive enemy spam. When a game wants to challenge me, the use of clever tactics, tougher enemies and special events makes me think there's been made a real effort. Simply overwhelming me with massive numbers just makes me go "meh.." All this said I really enjoy the game. It's well made. It looks good. The AI looks to work really well and plays tactically. All in all a 4-5 star ranking in my book.
I didn't know that, thanks! I did test it and It doesn't work particularly well with chain attacks. It can be quite difficult to see what Frell is actually doing when he plays 5 chains on an attack lol
Hi and thanks for your feedback. Yes, we know about the lack of some kind of progress bar in this kind of missions (and about our other UI issues) and we will definitely move towards making the UI better. "Hopes and Fears" may be not the best mission in the whole campaign but it's the one you'll remember for sure. In fact it didn't work 100% as it was designed and the difficulty will be toned down.
Oh, we'll fix it. Meanwhile we are making a small update and it will contain a new legendary card.It'd be a veeeery limited time offer, and no, don't think about money - it's totally free. Curious to see your guesses about this card. Why would it stand out?
Wolf companion hello all, very interesting reading the comments here - and I'm loving the game. Just a question - I have the wolf companion caed in my deck but have only once had it come up in a battle - I am on level 2-4 now (I think) and struggling to kill the the chaos sorcerer as I get swamped by Chaos Marines! ANy reason why wolf doesn;t appear in my cards and any advice on this level?? Many thanks
I assume that all cards in your hand are randomly generated from your deck, so if you play more you may receive the same card second and even third time, it depends on your luck (as far as I remember I have played Wolf 3 times in some missions)
Is it an upgrade wolf companion? Or perhaps a battle cry or howl of some sort. Or maybe it's a werewolf card >.> While I doubt it's very lore-kosher, it's still be very cool to turn into a wolf for a couple turns