The combat system is way better as there are now choices between different attacks and abilities. WQ1 had a single main attack for each character and a few limited use abilities/items. It wasn’t bad, but it made for more linear fights than in WQ2. In regards to enemies, WQ1 was out longer and had 2 expansions beyond what was available upon release. With all content unlocked WQ1 has critters, goblins, basic orcs, Savage orcs, river trolls, stone trolls, skaven, necromancers, vampires, zombies, and skeletons. Those creatures all generally have various higher level variations. WQ2 with all content unlocked has variations of critters, beastmen, plague daemons, zombies, stone trolls, and skaven. WQ1’s enemies tended to have more defining passives, as some creatures would regenerate or have higher immunity to magic, etc. WQ2’s enemies seem to have lost passives in place of base weapon resistance. I’d thus give the edge to WQ1 in regards to enemy variety, but WQ2’s monsters have their own appeal and certainly may see further improvement. Honestly the game’s are both similar and different, but ultimately stand apart enough that either is a fine choice. WQ1 plays more like a board game while WQ2 has been more adapted for a digital experience.
Happy happy day! Bought as soon as it popped on the AppStore, and watched the icon every day hoping it would be fixed. I had faith in the devs. Look forward to diving into this later. Thank you for your working hard on the fix. Great to see the devs stand behind their product.
Update Great to see an update fixing some more crashes for those which had problems. If all the crucial bugs will be fixed Ill continue playing
It's good to be able to start playing now. One thing I've noticed so far is weapon damage descriptions don't seem to match or I'm not just able to work out how damage is calculated but the enemy so far does damage according to their weapon damage. My own party isn't doing the listed damage. It's doing less than what's displayed with base weapons.
@dunan: heres Petes post explaining how damage works: http://forums.toucharcade.com/showpost.php?p=4062444&postcount=373
Thank you, I missed that post, suspected it was something like that but thought the enemy might have had damage reduction or something.
Have fun, looks like a solid team. Apotheosis is really good, like pimped-up Bandages. Which, by the way you’ll want to bring along a few of, too. With the low HP of the pointy-ears, potions usually are overkill - but keep at least one or two around in case you get one-shotted.
I know I'm in the minority, but that is something I really like about this game. Trivial items, like bandages, can be way more important than a magic sword. Giving up a slot for such an item is a tough choice, but it saved me a lot of times. I really hope now crashes are squashed and people can finally play and enjoy the game. I guess after a well deserved rest, Perchang priority should be eventual remaining bugged items. Then we will be able to finally talk about expansions and things to add/tweak. I would like to see an harder mode (not sure about permadeath, but maybe), traps, in dungeon ambushes, some nerferd items. Then the sky is the limit....new campaigns, new tile sets, possibly outdoor tielsets, more enemy types including wizards, etc...etc...etc... I wouldn't mind a big nerf to XP acquired too...I think many have the perception of low gold because you can always level up if it wasn't for no money. XPs are given a bit too generously imho.
Well, the latest update did nothing to fix my ”looped” save game. I’m still stuck in the middle of the map and if I try to continue the story (going to city #6) it just crashes. EDIT: This is a save I’ve spent probably 15 hours on, with 5000 gold and some nice items. Would be a shame to just let it go to waste...
Hey Everyone! So, it seems that some of you already had the update and it sounds like those of your with the worst crash problems are up and running. Awesome! I'm really sorry that it's taken this long but hopefully everyone can play the game now. I'm bracing myself for a new barage of gameplay feedback The new version (v1.008): - should fix the main crash issue that was causing the game to crash at the beginning of the first quest - should fix the issue that meant that you might get stuck on the map in certain situations. If you have a save game that has that problem it should carry on fine now - fixes an issue with gold purchases that meant they were not being credited in some cases ... Ok, so. With those big issues out of the way we're going to start looking at more gameplay focused issues. We have had a lot of reports of items not working correctly. I have already fixed some of them (unreleased version) but i'm going to work through all the reports and sort the other ones out too. I'm planning to have another version ready for mid-next week. It's great to hear you guys talking tactics now. I hope that now we've fixed the major problems that everyone can really get going If you notice any item related issues (or any others) then please contact us at [email protected]. We'll check back here too... Pete
Ok.. It seems that i spoke too soon :-/ Could you please get in contact with us at [email protected] ? It sounds like you might have a slightly different variation on this bug to the one that we fixed.
Torches, and max stats So, while my all-Mage group is still going good, I already noticed they seriously lack in the Crushing damage department. While you can get melee Staves, those need a whopping 4AP and have only one attack. And I didn’t find enough of the other Crushing stuff yet. My solution for now: Torches Work great on my two melee Mages with 8 Speed each (5 base + 3 from Ring of Speed). Lots of Deathblows all around. Also, Rings of Speed stack, so it’s pretty easy to get the maximum of 10. Max stats: Maximum for stats seems to be 10. I put 2 Speed Rings on a Mage with 5 base SPD, so he should have gotten 11. But it caps at 10, with the second ring effectively giving +2 SPD and not +3. I think I’ll remove that second Speed Ring again and put something else in there.
No, what I was meaning was a hidden value that we can't see since their stats are hidden. Resistances I can see clear as day. Also the Blood Knight ability Vampiric Bite doesn't heal the Blood Knight using it. I wonder how many other items or abilities are broken.
Personally I think that once the crashing issues are completely stamped out the next issue that needs to be addressed ASAP is injuries. A streak of bad luck with dungeons and/or travel events can really reduce a characters effectiveness. There needs to be a way to get rid of injuries other than leveling a character, first as its a very expensive way to get a crippled character back to playable, and second as it doesnt make sense in the long run once you max out a character.
Thanks for getting back to me. Ive sent you an e-mail with some information about my issue - let me know if you need more.
Hey folks, I dont want to sound negative but I would like to know which aspects of WHQ2 do you prefer over WHQ1? We all know that the graphics are gorgeous but I like the gameplay of the first part much more. At least I have the impression because usually I play a game till death but in this case I stopped after 2 days because of crashes and bugs. I am sure the game will be improved but on the one hand I see a lot of good reviews by sites and on the other hand the playerbase criticizes a lot parts of the game design. My main sources are reviews of the app store, this site and bgg (https://boardgamegeek.com/blogpost/70155?commentid=7512237#comment7512237) I will put the crashes and equipment bugs aside because I expect them to be solved but after half a minute of thinking this comes into my mind: I miss compared with WHQ1: - Ambushes (A good tactic is often to stay at the door, use ranged attacks and to retreat if necessary) - A journal - A better way to get rid of injuries - A more interesting level system for heroes. I was always curious to see in which way my hero will improve and it was more unique. Here each class levels up the same way. - As I just finished the first 3 missions of both campaigns I cant really evaluate it but WHQ1 had interesting decisions during campaign missions (for example will you help a character, he could turn out to be evil... riddles, multiple choice actions). I didnt see it right now. - A better UI (less clicks in many situations) Maybe I forgot 1 or 2 points. Dont get me wrong, my favourite genre are strategy games and rpgs therefore Ill probably like this game after some more updates but I dont know if I would rather recommend WHQ1 or WHQ2 to somebody. I know Pitta likes almost every aspect of this game ;P but whats about you others? You probably played it much more than me, without spoilers what does WHQ2 (much) better than WHQ1? What do you miss from WHQ1? I know its a bit unfair to compare both games because WHQ2 is out for just a week. PS. I am not a native english speaker, this text could include linguistic mistakes.
Well done, developers! No more crashes on my iPad Air with IOS 10. PS: Tried using a potion of healing by a Sorceress on my (diseased) EC. First time the thing did no effect, the next time HP were healed.
After the latest update the game no longer crashes after the intro, instead it crashes whenever it feels like it. Yes I can actually play the game now but it still sucks because it can crash at any time without saving my progress. Most frequently it crashes while on the world map or when trying to access the menu.
@Roger: Let’s see... - I don’t miss the dungeon ambushes at all, 10x Black Orcs in a row just got extremely annoying. - Journal: Agree - Injuries: You should almost never get injured with your main group, e.g. if you get a TPK in a dungeon you should step up your game. There is a travelling healer you can meet, but he doesn’t show up often enough for my taste. - I find the level system in 2 far superior to 1, to no small amount cause I don’t have to reroll for getting a sucky skill. And while I optimised the sweet everloving f*** out of my all-Captain party, it’s really not necessary. You can just roll with whatever you get. For me, the uniqueness comes from how different the same hero can turn out depending on what you get at levelup: e.g. a low-slot Captain with a ton of Strength I play differently from one who got lots of slots instead. - I vastly prefer the more limited actions here. No more totally insane “20 ranged and 20 melee attacks per round, and hell will you need those”. - The mini encounters in 1’s dungeons were fun, agree. Would be nice to see those here too at some point. - UI: Fully agree, there’s a lot to be done with that. - Also yes, focusing on ranged attacks is a very powerful strategy, especially early-mid game. But that was also the same in WQ1, Razor spam anyone? Here, even full melee with a bunch of squishy mages is perfectly possible, albeit harder than with a group of high-HP heroes. Without spoilers, I find hero variety and viability MUCH better than in WQ1.