I'm looking forward to the PC version as well, although I'm not usually a PC gamer. At first I was hesitant about the concept as I figured the controls would feel unnatural, strange as that sounds. I've been using an MFi controller for quite some time now, and it took some serious getting used to as the touch controls for this game work fantastically. Now that I'm fluent in tactile controls, I'm really looking forward to it and to seeing any additions or changes they may have made for that version (that hopefully eventually make it to iOS). As far as buffs and nerfs go, the more I play this game as each of the 6 characters, the more I can relate to and appreciate how much thought and work it must have been trying to balance these 6 characters with each other so none are too overpowered or underpowered. I think once the dust settles most agree that Cultist and Warrior are probably a bit OP (especially Cultist), and Adventurer to me stands out as the weakest character. Playing as the Adventurer feels to me almost like playing as the Warrior on a harder mode, due to all the similarities but slight disadvantages for the Adventurer. I can't think of the name of his Emberforge upgrades off the top of my head, but that boy needs help! Or even the addition of a dash, or durable shield, just something to make his array of attacks and defenses a little more on par with the rest. For the Paladin, even just the little opening scene sample you get to play before inevitably getting killed the first time you boot up the game is pretty cool. His special attacks and forge upgrades looked great. My only issue is that he would probably be totally overpowered if that were the final character with no changes. I think Rocketcat has probably thought the character design through a lot since release so I'll bet what we see as a final product is radically different from the teaser. There have been a LOT of ideas thrown out there from the community since launch, and I'll bet Rocketcat have some of their own they'd like to implement into the game as well. Thanks for the FB update and postings for those of us who don't use social media networks. September definitely doesn't look to be in the cards for the update (I'd be very pleasantly surprised if it were), it sounds like there is too much on the plate at the moment to meet that goal. Like I said before I'm not a PC gamer, but maybe I'll pick up Death Road on Steam to fill the void in the meantime
For what Rocketcat has been saying the stages on Paladin are not going to be the same as the other characters, since he's more powerful than the others. I don't know what to expect, since I like to be surprise, so I haven't give too much thought about it.
For me, only those who has grasped the game's depth can take advantage of Warrior and Cultist's advantages. Personally, I get the highest rate of successful runs with Spellsword. Also, I don't want the classes to have absolute balance, it alleviates the barrier to entry for a hard game. This design philosophy has extended to Death Road to Canada, where some rare characters are designed to be OP that helps you get to Canada a lot easier, but you still need to properly learn the game's quirks. Adventurer requires full mastery of the forges to be effective. His sword slash is best linked from or to his swipes to be effective. Two of his sword forges (bitter wind and flicker) can ultimately make the charge attack consume half an energy bar, opening up his mobility for offense and defense even without a dash. For skills: consumable dashes suck, shield and ice projectile is meh, but all the others have the potential to quickly clear the room or minimize damage. It is because of the heavy reliance on chaining your slashes with the wonky consumables that you need to play more accurately than other classes. Running out of ammo means a slow but sure death. He's my favorite class, but I'm still not good enough to win every run. I'm not exactly a PC gamer myself, with Death Road my first Steam purchase ever as I really wanted to try it. I suck at it though, still couldn't beat a third-tier difficulty mode. But with the ones I've beaten, I feel satisfied with my purchase already.
One of the Rocketcat devs here. Wayward Souls' Paladin update has been in the pipe for a long time due to the fact we're setting up the toolsets for PC, nearly starting from scratch for a lot of technical systems like sprite parsing. These new toolsets will let us churn out new games at a much faster pace, as our development process has been pretty roundabout and rough around the edges up until now. However, during all of this I've injected a bunch of new handcrafted content in addition to the Paladin mode + Spider levelset (scripts, mini-dungeons, existing character arcs, hats), reworked a lot of the assets (animation, art, sounds) and revamped hat distribution and descriptions. I don't have an exact date for WSPC's release but hopefully after it's out on PC we can plug in the new content and assets into the iOS update without too many problems.
Thanks for the update...Jeremy, is that you? I would assume so from the work you're talking about in your post. Excellent to hear about all the tweaks and changes in addition to the Paladin character. Chances are I'll end up picking up WSPC just to try everything out before it can be tailored for iOS.
my game now crashes after go through a teleport square in Wayward Souls? Is there anybody got same issue? Game almost unplayable
I think there's one other guy that reported having this for ages, and nobody else seemed to have it. Dunno if he still has it, but hopefully he might pop in and share a quick fix if there is one...
Yep, it's bugged with iOS 10, game is unplayable in its current state. Gotta love the nature of the App Store.
As I was surfin around youtube yesterday, I discovered a video about a temporary fix for the teleporter crashing bug. It involved charging a dash attack, then releasing it to propel your hero into the telepad. I myself don't have the bug so I can't test it.
bhoylhogro: Any idea on the contact info of the guy that made the video? We have no idea why the effect causes crashes. We've looked into it several times. We know iOS updates have something to do with it... something gets broken. We're going to try removing the teleport effect and see if that helps. If anyone has this bug, send a report to our support email. I'd like to get more people on the list for a future testflight on this bug.
I don't really know the youtuber side of YouTube, but you may be able to leave a comment on the channel asking him/her to contact you via email. I would suggest mentioning that you are a developer and give some kind of proof or else they might be suss
I'll guinea pig all you like, you know how much I play this game and I have experience with the crash. I'll provide whatever details you like, get ahold of me in PM.