Ahh, this deeked me as well, here I thought they were abilities that could only trigger with some reveal effect creature but, as others have noted, they're actually cool anytime effects which makes these items SOOO much more useful now that I know.
Ohhh, so it's just bad wording on the card then. It should say something like "Can be played any time an instant can be played, including in response to a reveal effect". And that UI issue is a bug - a bug is any behavior that is not part of intended design. I seriously doubt that behavior was intended. I'm sure it's just a failure to account for that touch result.
That would be unnecessary because those cards already have the "instant" symbol which indicates that they can be played any time you could play an instant.
Ok but those icons mean little to me/someone never having played before and with the game not having any in game manual (not even a link to a web based manual). So it needs one or the other.
Jesus devs, did you playtest this game AT ALL before throwing it out on the App Store? I just found out that when you have a lot of cards in your hand (I had 12) the cards COVER THE FRICKIN' BUTTONS! That makes it impossible to switch to the next phase. You gotta be kidding me right now...
i said i play with a stylus. i'm a vet and i have stiffness in my right hand. you have a problem with that skeezix?
I don't understand the nasty trend of many card/board game ports to skip simply including a PDF of the real game. Sure, bury it deep in options if you want, but let us, after playing through the tutorial and maybe even viewing an abbreviated rulebook, let us look to the full rules as a reference.
- "I don't think I like the two-finger navigation mechanism..." - "Thats not a bug thats just the interface being clunky... " - "I think a better board manipulation scheme would be..." Those are inaccurate statements as anyone that has actually played the game can tell you - Dev
If you are going to quote someone Mack don't use his sentence out of context and try to connect it with stuff that was not even said at that point... The Dev is totally right with this statement it's not about finger manipulation or sth similar. That zoom feature is just a by product to help you navigate the board. It is not necessary at all since you can zoom into cards by double tapping them. I personally like it when Devs come here to discuss news and their own viewpoint of things with us. So I would prefer it if you don't try to use it against him by falsely quoting him like you did...thank you in advance
@Chiller ONE - We actually had a couple of months of beta, it is very rare for someone to do so well as to have that many cards in hand though! This is fixed in the upcoming 1.0.5 version, thank you. @LordGek - We'll include a link or the PDF itself of the rulebook in an upcoming version! We kinda missed the obvious there, sorry. @everyone - We're always looking for ways to improve on the interface and we'd love to hear any suggestions on how to improve board navigation, particularly. Keep the constructive criticism coming, it's very helpful!
you missed the point. 'two finger pinch', 'finger manipulation', 'don't think I like two-finger navigation', 'interface being clunky', 'a better board manipulation scheme' all connote the same thing. i described an issue that I FEEL is a weaknesses in the game and my point is that others seem to agree so what i stated earlier seems not to be so "inaccurate". and i never said the game was 'about finger manipulation' and i don't care how you play or how the dev envisions people play. when I PLAY the game, any board manipulation that I DO is awkward and clumsy and i expressed that. whether or not you view my original comment/criticism as constructive (a relative term) the dev seems to have capitulated somewhat by saying "we'd love to hear any suggestions on how to improve board navigation". so, there seems to be an issue here, me being the first to point it out.
Thanks, I understand how some big rulebook can be intimidating but it always makes a decent backup. You could even include a caveat that these are the full rules to the physical version, so there might be some minor differences in the ported version. Any chance in future updates we'll be able to choose 1 item type before the rest are randomly chosen? It just might be a fun bit of very minor custmomization. Like maybe somebody prefers to play as the Medical Bay BUT chooses Weapon as their 1 selected item type to better cover a potential facility weakness. Oh, and will Psychogenics be added soon as an additional IAP? I'm no programmer but it doesn't look like there are any real game breaking effects there, but maybe some of those items are tough to implement?
[thread=267677][/thread] [thread=267872][/thread] [thread=267701][/thread] [thread=267695][/thread] [thread=267582][/thread] [thread=267824][/thread] [thread=267858][/thread] [thread=266486][/thread] XenoShyft is one of the nominees for Touch Arcade Forums' Game Of The Week August 6th, 2015 VOTE HERE ***PLEASE NOTE*** 1) Developers, publishing partners, or affiliates cannot vote for their own games. If your game is in the poll, you can't vote for it. You are free to ask TA forum posters in your game release thread to vote for your game... but please don't post multiple messages about it. 2) This voting is for TA members with some activity. If you have to ask someone to create a new account to vote, you're doing it wrong. 3) Suspect votes may be void. Credit to AndyC83 for GotW logo & post layout
@LordGek – We may allow certain variations and/or house rules in the app, but right now we're focusing on making the base experience the best possible and making all expansions available ASAP in the app. So yes, Psychogenics will be added soon-ish, some items in there are particularly tricky to implement, and some even got changed on paper from the Kickstarter version because they were so complicated. It should be the first content update following the multi-division solo play patch.
Still no video of gameplay anywhere . It's almost as if some devs actively don't want to market their hard efforts! Mazing!
We're in the process of getting web infrastructure up for our digital games, but you can access a TON of information about XenoShyft (including a gameplay video) in the original Kickstarter page for the board game. Granted it's not about the digital version per se, but the digital version is as close as possible to the paper version: https://www.kickstarter.com/projects/coolminiornot/xenoshyft-onslaught/description
Thanks, I've seen gameplay for the board game - but that's not what being sold Not trying to be negative but I doubt that will help many prospective iOS purchasers, it'll explain mechanics but not what has been developed. (There are some great ports and some awful ports out there). Doing a gameplay video on the app for 3 - 4 hours I would think would be a good investment for any Dev! The danger in delay is that over the next couple of weeks a few more great games will drop get bought, and the initial interest curve may have waned... Thanks for the reply though!
This game is such a mess! Found a new bug that came with the latest update. When playing as Weapons Research the second wave division ability doesn't work. It prompts you to choose a card to pick up from the discard pile but the card is never added to your hand when you tap it. edit: I can also confirm that the third wave Science Lab ability doesn't work either. Same problem you can tap the card all you want but nothing happens. So the update broke two of the best division abilities. Nice work. edit 2: Found another bug. When the Worm Host kills a troop, that troops equipment is NOT discarded. These bugs I found in just 3 playthroughs. I would bet money though that the Armory ability for the second wave also does not work.
These are all fixed in the upcoming update, which is pending review by Apple. You can follow development and known issues more closely on our forums here: http://www.coolminiornot.com/forums/showthread.php?60188-V-1-0-5-READ-THIS-Patch-Notes-amp-Known-Issues