Hi Ben, welcome back!!! I'm puzzled.....you....already support iPhone X ? Because I'm playing right now on it and, contrary to many other apps which have black bars.....you already cover the whole screen? Actually it's pretty GLORIOUS. I rotate the device to have the notch on the right, so it doesn't interfere with icons. Eventually only thing to do is to move them a bit toward the center of the screen (not really necessary tough). As for suggestions...I already sent a long list but imho my top things to be added/tweaked are: 1)More difficult, bring the constant thrill of exploration back. 2) in dungeon ambushes 3) in dungeon traps 4) if previous points are in, empty rooms (i.e.: not all rooms have enemies, but you can still be ambushed or step into a trap) 5) More enemy spell casters. 6) More campaigns with new items 7) Nerf criticals and damage in general: you should never be able to insta kill a 100 HP monster. Criticals against over 50HP enemies should never make more than 20 HP. 8) Gained XP should be fixed per enemy, not per damage done. Killing an archer with 180 damage should give you WAY less XP than killing a Minotaur. 9) More difficult 10) Chaos warriors, the classic ones...black armor and all.
Actually, it is pretty good on the iPhone X but you can definitely tell that it hasn't been officially done. Icons get cut off by the rounded corners, etc. Yeah, I was slow to work this one out ...embarrassingly Looking forward to the white quests so I can start playing again!
Odd Reward Doing an interrupted mission along a road where you only choose one warrior I was rewarded at the end with myself?? Also this crashes constantly. Only good thing is it's saved from the last progress save. Still it crashes way too much. iPad Air, bags of room and after hard reset.
Good suggestions but imo they should add some functions which shouldve been already part of the release instead of adjusting some other stuff after they fixed the crashes and all items. Where is the possibility to heal injuries, dismiss warriors, to see the effect of quest rewards and enemy equipment if clicked on them and so on... I agree with Nullzone that an agenda posted by Perchang would be useful because many suggestions were made in this thread and maybe some missed. Of course not each suggestion will be taken into account^^
Good morning everyone, and thanks for the welcome backs! Is super cold over here in Guildford, so the fires have been lit in Perchang towers!! @Nullzone, yes, once we're locked on the roadmap, I'll share it with you all. Dismissing Warriors and easier to use Inventory are both on there right now. Also "what's in a town" icons will be making an appearance. @Pitta, you are very kind! Proper iPhone X support will move the UI around so it fits better with the screen! So will look even more GLORIOUS! Thanks for the suggestions. With regards to the new weapons, skills and items, if anyone has any suggestions, please say about them here and they might make it into the game! @jrd, white quest fix should be with your shortly. Thanks for your patience. @PCKid, Sorry you're still having problems. If you email [email protected] Pete will be able to work with you directly and solve the bugs you're experiencing. @RogerTheAlien, healing injuries can happen via events on the road. Given that your characters can't "die" yet, we wanted injuries to be a big deterrent for failing in dungeons. If you could just heal them anytime, failing a dungeon wouldn't be a particularly bad thing. You are totally right, we're looking both for new additions to the game, and additions to make the existing gameplay better. As always, thanks for the comments. I'll be back...
No update for me at the moment. RodeoBenjamin posted 2 days ago that he submitted an update but sometimes it just takes some time. Dont be worried. I just hope all the items will be fixed. If so Ill restart from the scratch.
Thoughts for fixes and broken elements Facts: I played the crap out of the table top game when I was 15-20. It was totally flawed but still a hella lot of fun. Played 100+ hours in Warhammer Quest 1 from Rodeo. It was a faithful and amazing translation of the TTG to digital. Also played 80+ hours on Deathwatch. Loved every second of it. Amazing. So sad it didnt get expansions or randomized encounters. I am a fanboy of this game and company, but I think this is not the time to be a super fanboy. I think the game has some serious flaws that should be easily fixed and make it amazing. I dropped my $5 and bought all the add-ons. I am going to split this into a bullet list of things that are broken or should have worked from the beginning. I will add a post with suggestions on possible fixes, but I want to highlight the stuff that needs attention ASAP. Everything i say is in an attempt to make this the game that I️ literally daydreamed about better. Some comments may be tongue and cheek but nothing is meant to be insulting or anything other than helpful. Some of these things have been mention or said to be on the list of things getting fixed. But it would be really really helpful to know what and when. Technical: As said, proper iPhone X support is not in yet. Both the safe zones and the sound is off. Comparison to items in store or offered as quest rewards is a must and a simple QoL issue. Quest reward stats are a must. Items are not randomized, therefore there is no gameplay reason at all to have them not be visible Town facilities showing up before travel is a must. Dismissing party members is a must. And because they are quest rewards they should grant gold upon dismissal. The down status is simply not clear enough. Sometimes they animate to a kneel and sometimes they dont. Sometimes you can clearly see the yellow box and sometimes it blends with everything that is on fire. I have had members who were wounded but I couldnt clearly see their health-bar go down from fire at the end of a turn and have no way of hitting them with a potion. Gameplay: Everyone knows that the random encounters from the tabletop game in the first iOS game could get completely out of control and truly absurd. But removing them entirely rather than fixing then takes away any sense of urgency at all. Individual rooms become mini biomes themselves. Once the room is clear there is nothing to fear. Some element of reinforcements, and or random encounters should be added to increase the sense of urgency he in the game. Otherwise once the room is clear you can basically set up furniture and just hang out indefinitely. The addition of a scale down level of random encounters, or creatures they can call for reinforcements would do loads to make it feel a lot less like you clear room, reset, clear room, reset If the gameplay is to remain the same then some quality-of-life issues should be added. I understand that some people role-play a sense of emergency But lets be serious, if your players need to rollplay the game having a sense of urgency, or they need a pad of paper handy to jot down specs of items or such, then the game is doing something wrong. This is a mobile game. Or handheld. Or computer. Whatever. I shouldnt need paper handy in this day and age and I shouldnt have to pretend that its more exciting than it is. So, if random encounters are not added in the following quality-of-life issues should be: When the last enemy dies all fires on the ground should go out and all skill timers should be reset. Again, Im just being realistic. If everything is safe once the room is clear then the best practice would be to wait for all the fires to go out so that you can traverse to the next room without setting yourself ablaze and hit end turn until your skills reset, regroup at the next door, go in and repeat. Having this done automatically when the final threat is clear would at least help move the game along and get rid of the need for pressing the end turn button over and over. The fire mechanic in the game is cool, but totally out of control. So many things can make tiles be set on fire that I regularly have half of the room burning and I just have to sit and wait for three long turns while they go out so that I can move forward. Or my archers and mages just sit there and plug away at melee enemies. Healing is too non existent to have fire be so prevalent. Random stat increases upon training are cool... but it should be a choice of three or something. What fast and nimble glade runner just keeps training his intelligence?? The explosive flintlock is a bolt pistol from Warhammer 40 K. Mixed with the skill weapon master (-1ap per weapon use), my Noblemen and fire five shots in a 3 x 3 grid each round doing somewhere in the neighborhood of 10 damage per hit to each enemy. He is like Roland from the dark tower. I would love to see in animation of him reloading a flintlock that fast. LOL Getting rid of the jam mechanic, just like the random encounter or reinforcements certainly simplifies the game But those were kind of the oh shit moments that we came to expect and love about Warhammer quest. Its just when they got out of control that the game went off the rails. Just my .02. Im gonna hang on until its all fixed, but it would be nice to know in a brief write up whats broken, whats getting fixed ASAP, and how did we lose so much of the nail biting fun of the other two games?
That was a great post, just hope there is an equally good response from devs.Love these games, but......
Too easy Sadly, compared to WHQ1, this is much easier. As someone else said you need random enemies to return after you clear a room. It's too easy to waltz back into the cleared previous area, front up at the next doors and refresh before opening the doors. I find I can pretty much keep winning with just two strong ranged warriors. Finished first area like that and onto second dlc area in the same fashion. Gets a little bit harder in second area but not much. Also rarely get more than two missions without crashing but I put that down to the age of my iPad Air.
I finished the main campaign and was blessed to not have a single crash. The end of the main campaign was thoroughly anti-climatic though, and not just from a story perspective. The final dungeon seemed to lack any real increase in difficulty or meaningful boss, but perhaps I wasn't paying enough attention. I would like to come back and play the current and future DLC once some of the functionality is cleaned up a bit. Does nanyone know a good way to save the save file so I can delete the app (need space badly!)? I have not seen iCloud support in place and would rather not restart over again. Thanks in advance!
The games does actually support iCloud. If you dont trust it and you are on iOS 11, you can also offload the game instead of deleting, to be double sure not to lose the save.
Hi everyone. Thanks for all the comments. Let's begin with some answers... @Talaen, as Pitta says, iCloud support is built in. I'll ask the programmers if the save sticks around after deleting the app. @PCKid, difficulty balancing is always a tricky one. Variety of gameplay within dungeons and difficulty of enemies is something we'll be addressing with the first big content update. @cyllwynn, Thanks for your incredibly detailed post! I love the passion and that you've taken the time to list improvements for our game. I'll try and tackle your points. All of your technical points are in our list of stuff to look at. Lots of people have asked for them, so random dungeon encounters have been added to the feature list. What kind of things do you find yourself jotting down on a notepad? Fire is the beginning of our "surface" gameplay. The aim is to expand it to include oil, water, electricity, etc, and get some really nice team up effects. What kind of new healing would you like to see in the game? Spend all AP to fully heal a Warrior? Offering choices for levelling-up stats is something we hope to add. Soooo, should we nerf the explosive pistol, or is it cool? The new build has been submitted and is in review with Apple. It should be with you all soon. Apologies for the delays. Once again, thanks for the insights. All points are good, and will help us shape the game as we continue to update. - Ben
@Ben: My comments on some things: 1) In-dungeon ambushes / random encounters: When you add those, please also add a toggle to switch them on/off. Not everyone likes those 2) Healing is fine as is, I think. Midgame onwards, I usually carry 3 Healing Potions and at least on spell or Bandages around, always been enough. Some more flavour options would be nice, but entirely optional. E.g. a field medic kit for the Greatsword, and a tankard of ale for the Dwarf. Nothing for the Captain please: he has so many options already, others should get some love too Spending all AP to heal someone fully might be a good spell for the Highelf Mage and/or a (hopefully upcoming) Priest of Sigmar. 3) Explosive Pistol: I find it pretty cool. Yes, it’s a tad overkill - especially if you add the right skills for good synergies. But that’s what this part of the game is all about. And this applies to a lot of other weapons too. So screw nerfing it 4) Making notes: I note down which town has which facilities, and what interesting stuff I want to buy later I can get there. Would be nice to have that ingame, e.g. by being able to look at each town’s Market and Inn without being there. This is simply player convenience. @vladswe: Update? *points up*
Dear @RodeoBenjamin, - There is only one ranged enemy (apart from the ratman Seer) - the Ungor Archer. And it's one of the toughest enemies because of that. The suspence of the game would benefit from having more ranged enemies, like mages. - From the current list of the 7 available characters, 5 are melee types and only two are mages. As the game is largely won by ranged units, the two mages are "must-haves" for any party. I believe adding (at least) one more magician (as an IAP) would be good. This new creature could have some special abilities like "mind-controlling" the enemy, if the Warhammer universe allows this. Or sowing panic among the enemy ranks. Or paralyzing someone and teleporting across the battlefield. Also, I would boost Greatsword to make it more attractive. - A spell shielding the party (3x3 or 5x5 area) from ranged attacks for one turn could be popular. - As I suggested earlied, the AI can be easily strenghened just by making a whole enemy swarm approach the heroes as close as possible, no matter if the passage leading to the heroes is already occupied by fellow enemies. - For the dwarf Slayer I would suggest a Berserk item which would make the Slayer give 5-7 blows to random enemies standing nearby.
@snovikov: One correction. 3 heroes are melee only: Dwarf, Greatsword, Vampire. The other 4 are all mixed as they have viable melee and ranged builds. Seconding your ideas for more ranged enemies and improving AI. However, in the games current state, I very strongly advise against any more protection from ranged attacks - that would make it even more easy.