I remember reading that elements from the board game's Roleplay book (like getting drunk) are in the game. Where would I find those elements? Or is that only in certain towns? Talkin about towns, it's bears repeating. The town book animations are awesome. Never get old seeing the town unfold from the pages. And any possibility of free content being added in updates?
Those only occur in random events as far as I can tell; I had a character get drunk in an event, but the outcome was that they got used to the drink, so it didn't penalise them. Many events have potential positive and negative outcomes, but as with the rest of the game, any rolls or modifiers related to these are hidden from the player.
They got back to me really quickly earlier today, so if anyone has suggestions or bug problems I'd advise telling them directly. They said I could email them my crashing save and they'd send back a fixed one, but I sorted the bug out myself so it wasn't necessary. Their email is: [email protected]
The level cap in Hunters annoyed me too. I wish Rodeo would take a leaf out of Foursaken's book and not have a level cap. Don't get me wrong, these are awesome games, and the fact that I'm even moaning about level cap shows that they have hours and hours of play time in them.
I'm definitely in the minority here, but I love the rotate for inventory feature! The inventory is something you need to quickly check all the time, if you're shopping for weapons you need to quickly flick back and forth, see who has what, compare the stats etc. Why cover the display with buttons?
Yeah... One time there was a random event on the road between towns, and my marauder broke his arm and suffered penalties for the next dungeon romp.
Spinning an iPhone is one thing, but having to remove and physically rotate an iPad that is sitting on a stand for a reason really is completely unnecessary and annoying, and this particular gimmick is one of the least user-friendly decisions the developer could have made on the matter. There's just no reason why a very straightforward and undemanding landscape inventory page couldn't have been included. People are talking like having a tiny inventory button on an iPad screen would somehow destroy the game's delicately balanced aesthetic, but I think you'll find it'd fit in quite nicely, and also have the happy side-effect of not being an irritating non-standard "feature".
I don't hate it, but I don't think it's faster than a button. Even if it's just half a second to turn the device then another half-second for it to register, that's still one second longer than a button should be. Two-finger swipe from the side of the screen? Some people might forget, but it seems some have been forgetting about rotate anyway.
Game Impressions I never played the Warhammer Quest board game. It was way before my time. I never played any kind of tabletop RPGs and knew next to nothing about the Warhammer universe. But none of that matters. Because Warhammer Quest is absolutely awesome. I recently developed a fondness for turn based strategy (thank you XCom Enemy Unknown!) as well as challenging games (thank you Demons' Souls!). Rodeo Games proved their talent with the Hunter series but Quest surpasses that game in so many ways. First my cons. (Granted some of these are due to my familiarity with regular turn based strategy and gun based tactics and never having played a tabletop RPG.) I find it frustrating that defense is random. I understand it's meant to be a digital dice roll. But after months of utilizing guard and overwatch and covering flanks, to protect my guys, in other games, having to rely on random chance as a defense is quite annoying. I also found that some aspects weren't explained as well as they could have been, like what certain icons mean, etc. And that's it Now for the positive. - As a writer and avid reader, the passages that describe events and environments are a treat. It adds character and depth to the world. - It never gets old going to a settlement. The idea of the storybook unfolding is brilliant and are loaded with little details, like birds flying overhead or pages being wet from rain. - Not since Dark Souls have I been more tense entering an unknown room. I know it's meant to represent a room tile, but from a gameplay standpoint, it's incredibly tense not knowing if the next room will be a safe hallway or room with a horde of enemies. - Tactics abound. Compared to gun based strategy, here positioning is key. Is your wizard close enough to be useful but still protected? Are your heavy hitters in good positions to take damage and attack? Combine this with the myriad scrolls, weapons, armors, and stat buffing potions, and divine blessings that provide one-off abilities, and combat is a tough balance between smartly managing inventory as well as your warriors - The random encounters and events add another layer of tension and life to the game. They're endlessly unique and always throw a wrench into your tactics when you least expect it. Adapting on the fly is key to surviving Quest's brutal world. Even the simple act of traveling is enhanced by these random events, turning what would be a simple act of watching a map into an engrossing involved experience. For 4.99, Warhammer Quest is an absolute steal. This game is a polished gem with hours and hours of quality content, a labor of love crafted by developers passionate about the world. Highly recommended!
I can't seem to find the difference between Provisions (accessory) and Bandages (consumable). They both heal the same amount and take up 1 slot in the character's inventory... All I can see different is the price -- the Provisions are much cheaper. Am I missing something here?
As a player I can relate how level caps feel like an arbitrary annoyance, but as a wannabe designer I can respect their existence. Would the game be any fun if you could just casually power through even the game's toughest baddies without concern since you'd already far out leveled them? I'm willing to bet, as more content is added with even bigger end bosses, these level caps will likely go a little higher.
I posted a not-very-elegant one if you keep crashing in exactly the same place, but as far as I know there's no way to stop them from occurring altogether. Without a fix of course.
It's not completely random, though; you can get a good idea of the likelihood of success by comparing the details of your heroes and the monsters they're fighting. Melee combat rolls are based on the difference between the respective Weapon Skill stats of the two combatants, with Strength boosting damage done in the case of a hit, and Toughness reducing damage taken. If you're frequently missing your attacks versus certain enemies, doing very little damage when you do hit, or just generally getting severely beaten about the head and neck, it's actually pretty easy to discover why.
Ahh that's right , change the battle perimeters. Thx , at least I know I can stop it from continually happening.