Me too. iPad Air. 128gb. 52gb free. Finishes the scrolling opening story. Crashes to desktop. Even after the first update. Tried a hard reset but same result. I even asked them in advance if it would work on the older iPad Air and was told definitely. iOS 10.3.3. Won't update to 11 as I'll lose a lot of quality RPGs and tbs games like Desert Fox, Drive to Moscow, Space Hulk, Breach and Clear etc. should have kept the ability to honour 32bit as well as 64bit. As per Mac and PC.
Seems there are a lot of folks here that have the same crashing issue I'm guessing a patch real soon.
@PCKid: Im on an Air1 too, but with iOS11 now. During Beta, I started out with iOS10, and I can confirm it works with both on the 1. Are you jailbroken by chance? @everyone: just an idea. Do any of you have a ton of installed apps, say >100? Every icon naturally uses some memory, and I know from experience that once you go past 100 or so real problems start. Search the Appstore for system or system status and you should get a bunch of free apps like this one that show memory usage: S2 System Status Monitor Lite with usage Widget battery charge and Memory data Manager Info by NIVIN REGI https://itunes.apple.com/nl/app/s2-system-status-monitor-lite-usage-widget-battery/id978057932?l=en&mt=8
@cyllwynn: Deathblow: Folks were brainstorming a bit before release, but couldn’t come up with a better name. So Deathblow it is for now. If you (or anyone) can think of a better one, shoot Perchang an email. Fire & Disease autohit: Quite sure that’s on purpose, and I liked that actually: Disease isn’t that bad, but Fire is a real threat so I make anything with Fire/Torch a priority target. Also note that this works both ways: even if you didn’t hit, the enemy still takes damage on their turn. Pathfinding: On the fence about this one. Yes, it would make sense to have pathfinding avoid any fire/disease squares, especially when there are no more enemies around. On the other hand, I got sloppy a few times and almost killed my whole party by not paying attention and walking through fire. Keeps you on your toes Downed hero: There is an indicator for that. The hero very obviously drops to the ground and the square flashes orange-y (I think it was). Merchant: Lots of folks already called for a better system. So I’m reasonably certain Perchang will address that at some point. Waiting in dungeons: Like I wrote in my hint dump, there currently is no penalty (e.g. turn limit) for taking your sweet time. Also, there are no in-dungeon ambushes (yet), so you can safely wait for your skills/items to cooldown before entering a new room. Manual / Journal / Monster compendium: We asked for that during Beta, and IMO they shouldn’t have released without one. Same as above, I think they’ll add one once the dust (aka crashes) settled a bit. I almost always play without sound and on an Air1, so no idea on those two issues you mention.
Bugs/issues with skills, stats bonuses etc? Hi, I suppose I'm one of the lucky ones in the sense that the game works (on IOS10, Iphone7), however having now played the game for about 6 hours, I'm starting to notice potential issues. It seems to me that the stat bonuses/stats do not function properly. For example, I got a crown that gives +3int for 3 turns, if activated. When activating the crown, the +stats do not appear in the stat summary of the character. Also spells/skills are basically worthless - like for example, Doombolt, which is supposed to do INT + (3-4) dmg per bolt in piercing dmg - with INT of 4, it should do 7-8 dmg per bolt, but it does 1-2 per bolt (ignoring resistances). Same issue with Soul Stealer - should be INT x 3 in dmg (in this case, 12), but it consistently does only 5 dmg. Also some of the weapons found in game do far less dmg than what their weapon dmg range suggests (not factoring in possible resistances) - to the extent that starter weapons are superior; for example, "black axe of Krell" should do 20-25 slashing with 3 attacks, but outside crits it never does even 10 dmg per hit on a fore with no resistances. Finally; also noticed that "vampiric bite", which should heal 5HP, never has healed 5HP even once, though I've tested it on multiple foes. So there appears to be something wrong with stats, skills & item dmg. Anyone else noticing this? I'm dying to like this game, but the UI is indeed clunky, as well as the item / character management, and now items/spells broken. Still playing though but it's an extra challenge to keep fighting with basically the starter weapons.
@Lku: Hi and welcome to TA! Vampiric Bite / Soulstealer / Doombolt: I found that during Beta too, bit surprised they didnt get around to fixing it before launch. But then I assume that fixing crashes had priority and with the very tight deadline they didnt get around to it yet. I didnt find the crown, so I dont know about that one. When you activate it and hit the info-I, does it show something like +3 to the right of the stat and a line at the bottom with the stat increase info? I know that other items do work, so it doesnt seem to be a general issue. Krell Axe: All other weapons I tried (and those were quite a few) worked correctly, so maybe its just an odd man out. Ill try it when I can afford it / find one in my current game.
I'm not far in so I can't comment on the skills and weapons much yet but so far I'm not finding much variety and use outside of straight attacks. No idea what's causing the crashes for the game for others as I'm using my iPad Air 2 which I've barely used in a while so it doesn't have the latest iOS.
Stat & item issues Thank you for the kind welcome. It's a relief to hear the skills/spells issue is identified and not just about me alone. Just have to then wait for this to be fixed. With respect to stats/item bonuses: when activating the crown that should give +3 int for 3 rounds, and hitting i for character info, there is no +3 on the stat bonuses there. Perhaps the issue with skills/spells is related to the problem with handling of stats... Finally when it comes to the problems with items, weapons particularly, doing far less dmg than they should, this does not appear to be isolated to "Black axe of Krell", but also "Bow of Loren" that I found, which should do really good damage, in fact does about a third of damage of what the minimum should be as per the weapon description. Starter long bow is better than the Bow of Loren.. So I guess there's nothing else to do but to wait for things to get fixed...
Yes, I also think there is something wrong with item bonuses in general. I purcahsed the armor of sigmar for my captain, and while it says he should get one additional action point for wearing it, he is still at the starting 5 each turn.
One other point I'm having trouble with us the use of bombs. When I activate it in my inventory, I am not able to reposition the blast area. Any touches on other squares just deactivates the item and puts me back on my sword. So the only way I can use a bomb is to drop it directly on my captain. I assume this is a bug?
@Lku: Hhmm... I just tested with my own 2 Gladeguards and their Loren Bows, and youre right. It did between 5-8 damage per shot against Minotaurs and Beastmen in the last Middenland story mission. While the Shortbow which has a much lower listed damage did 5-6. Never paid attention before as my guys are critting so much the normal damage wasnt important The only explanation I can come up with is that the listed damage isnt per single shot, but over all shots. And no, the starting bow is a lot worse needs what, 3 or 4 AP and only has one attack. All or nothing, i.e. if your single shot misses, thats it. And of course, less chances for crit and - I think - Deathblow. @subgenius: I still have no idea what the line Action Points X on armors means, and I forgot to ask during Beta. However, Im fairly certain that it should NOT give you extra AP, as that would be total overkill. If that is the original intention, Id strongly advise Perchang against it. @Ben: Can you clarify?
@subgenius: When you activate the Bomb (or any AoE attack), you need to drag the red area to where you want to shoot. Once you got it positioned, tap the red area again to actually fire. Its explained in the popup you get on first shot, but that ones really easy to click away and miss. Also note that sometimes the tap&drag doesnt register correctly (for me when I tap somewhere near the red areas edges, usually) and moves the camera instead.
@ste86uk: Weapons have different damage types, number of attacks, AP per attack, crit chance, and even range. Plus, quite a few have special abilities like Fire, ignore armor, lifedrain, etc. Also, not everyone can use every weapon. E.g. Pistols are exclusive to the Captain. In general, I find weapons with more attacks better as they have more chances to crit. Skills have a wide range too, from passives like ignore damage resistance or get AP when you kill an enemy to AoE attacks, party buffs, enemy debuffs.
I get sloppy too sometimes and I've learnt the hard way that when fire or poison is in the board, I carefully manually move my chars in steps. Also note that the first tap shows the path, so you immediately know if normal pathfinding will step on something dangerous (you will miss it if you just double tap). I don't think pathfinding that will avoid hazards is feasible nor tbh I would want to...something has to be done by us Note also that some rooms can be FILLED with fire via certain methods (there is even an achievement for that)...so it would be quite tricky anyway. I actually fear poison more than fire....a melee char with 1 STR is almost useless....wait till you fight Skaven assassins and their poisoned blades. There is one more 'status' I found way later in the game and I can't afford yet. I'm pretty certain they will add this, along with other things I know were planned and possibly scheduled for next expansion (hinted at end game)....even just to avoid my millionth mail on the matter People assume too many things....beta things stay in the beta imho, but before saying things people should think that beta testers are likely among the most die hard fans of the genre, and most certainly the most critical. All that said, I think the game is way deadlier than its predecessor so I'm not missing (for now) ambushes that much. Certainly not missing 10 Black Orcs ambushes in a row. After you complete the second campaign the game 'kicks in' (or that is my impression) the maximum mix and match of enemies...and things gets really tricky (and awesome). And 'event' ambushes can be really really REALLY deadly. There is a huge number of things I would like to see added/tweaked/changed in the game and I was loud and clear with Perchang. It puzzles me that many things I wanted aren't even mentioned here, while there are many other things that tbh I don't care at all. It helps that since 2 builds I never experienced a single crash (iPhone 6S, last iOS) or bug. I know they have grand plans for the game so if the game will do well, I'm sure they will add a lot to it (many things were already planned anyway). Game is great imho even without all them, better than its predecessor, allows you more tactical freedom and it's just more fun to me, and I'm still playing daily neglecting completing The Witness (I'm at the very end) and buying other things....and that's surprising because generally intense beta burn me out of the games for at least some months.
Unless there are multiple Armor of Sigmar, it doesn't say that (not in my copy). Besides resistances it grants 20% probability of regaining 2 HP at turn end. I know because it saved my life some times already, and it's a staple in my Empire Captain config. The action point you see in most armors is for USING THEM, not a bonus. And when that happens? This is tricky, took me a while to understand and hopefully I got it right. Sometimes, especially later in the game when you will have more slots and options, you can equip items that negate the amour. I'm not sure but I think potions do that (or it was the shield, can't remember). Anyway...there are certain actions that 'strips' you of the armor, so that AP usage is for equipping them again. It's a rare occasion, but it happened to me sometimes during the Skaven campaign. Till then, I always wondered what the armor AP was myself.
Thanks Nullzone, that did the trick on bombs. I assumed it should work like WHQ1 or DW, but they apparently decided a different mechanic was needed this time. Makes sense now, but weird. And I do hope we can get clarification on the armor. At first I assumed that it would be an AP reduction like what they did in hunters 1-2 for heavier armors, but right now it's either something that is totally unexplained or not working. That said, while I'm putting out a lot of potential issues (I also HAAAAATE the inventory system, give us back the old screen rotation if nothing else) I'm still enjoying it thoroughly and have no regrets buying the game and all the IAP.
My armor of sigmar has the following stats: Slashing 10% Crushing 25% Piercing 20% Action points 1 ---------------- 20% chance at start of turn to heal 2HP It is shaded out in red just like the griffon shield, so it can't be used. I wonder if this is some kind of effect from randomization of items? Like it can possibly roll to have an activated effect, in which case it would cost 1 to use, but does not always, so if it only has static bonuses you are left with a useless activation cost line in the description.
Okay, here is another round of information, suggestions and bugs. Regarding the crashes, I already said that I use an iPad Air 2, I had problems with the latest iOS 10.X/11.X (I updated it due to this game) and I have over 30 gb free space. I never had crashes using other games and my device was never jailbroken. As another user mentioned I would like to add that I have slightly less than 50 apps installed, most of them games. Bug: If I use the potion of the trollslayer which grants him strength it happened twice that he lost more than 1 AP and I wasnt able to attack anymore. I used it, he was the target and I clicked fast on a tile far away to do other actions, another 2 AP were lost. I do not exactly know whats the source of this problem but I know that I didnt accidently used it a second time as 2 AP dissapeared and I only clicked once. Suggestions: As already mentioned, PLEASE explain the stats. This should be the basics of a tutorial and we even do not have a journal this time. Especially if I use the greatsword, why should I use sigils to boost a stat and decrease another stat if I have no clue what a stat is good for... Other topics for the tutorial. Is damage increased if I attack an enemy from behind? Are my ranged attacks more effective if I am closer? Are they less effective if I am in melee range? Line of sight and obstacles arent mentioned which is important for ranged attacks. And so on... Why am I not able to display the stats of items which are the reward for quests before starting them. I just see the name of the item and again I have no clue what the skill/item/spell is good for. The first WHQ did it better. This is also true for enemies, if I click on them I see their inventory bu I am not able to receive information of their equipment. I just see the stats for their first equipped weapon but sometimes they use more than one weapon, for example. Some examples to improve the UI: If starting a quest and selecting warriors, why arent injuries displayed beneath them. > I have to do more clicks If I click on inspect I can equip my warrior. Why on earth do I always have to click back to select another warrior, am I missing something? If I already entered the screen to inspect a warrior, it shoud be possible to scroll to other heroes. I already did other suggestions, this are just the new ones^^ I have faith in you perchang!
STAT ITEMS-BONUSES I'm not familiar with most of the items mentioned (I know them but didn't use them) but I do check a lot stats because many of my heroes have stat enhancements on certain conditions (like opening a door). And so far it works as it should. As for damages I think they write the total, which I THINK is the damage written combined with a relevant stat (STR for melee), then transformed again by eventual resistance (hit numbers have different colors in that case...red, yellow and white if I'm correct). So far it worked as expected but I never really did the math...but what I expected being more powerful, it was. @ste86uk This is an interesting point, and I felt the same initially. Besides being always low on money I never really found anything particularly rare/awesome in the shops in the starting cities. That changed later...you won't find tons of new items in batches tough...and many times the 'new' and 'cool' ones are specific for heroes you don't use so it's a bit of a letdown initially. BUT....there is a plus. Actually a huge one. 50 hours later, I'm still finding new items I never saw before, many led me to totally rethink my party. This includes swords, armors, and more important skills and spells (some are graphically awesome too...almost a pity you see them so late in the game). I don't know if I would balance the items RNG differently....but as someone who played this game for so long and planning to play it much more...this is a really cool thing...giving me still a lot of surprises. (same can be said for expansions missions). So the morale is...yes you will find cooler items later on, and the 'new things' ratio will improve. At least that was my experience.