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Thanks ... the lore is based on a fantasy world I made back when I was playing a lot of tabletop war games. I wrote my own set of rules as I was frustrated by the poor gameplay and balance in Warhammer Fantasy and then came up with a game world background to explain the battles.
I came up with the idea of humans hunting an elf-like race to near extinction and that race resorting to apocalyptic magic for survival ... thus creating undead and demonic creatures. Unfortunately, George R. Martin came up with the same basic idea and wrote a set of best selling books so it makes my ideas seem like imitations. Such is life.
I did scale up the inventory slightly in the last patch. Adding a scaling slider is a great idea. I'm always concerned about making it work on some monitors but then having it too big for others.
I don't think I can do this for this game. I looked at the code base and it would be a really tough change to add. On the plus side, many of the levels have allied units that give you a chance to control large teams of 10+ characters and try out some new unit combinations.
I see what you mean. I currently have the items be fairly flexible with only certain weapons limited to certain classes. I'm experimenting with having more restrictions in the next game I'm working on. However, I suppose I could probably add sets of armour or unique items usable only by certain classes. I'll take a look at the code and see if I can add a few items like that. The reason I don't want to change the existing items in this way is that I would be affecting player's items and suddenly make some no longer usable.
Yes, a screen tilt is planned. I just need to decide which key to assign it to. Currently Q and E are used for rotating horizontally. I suppose maybe R for tile up and F for tilt down? Is there a typical key assignment for this in other top-down games?
Yes, will do. Strange that that never occurred to me.
I think the stat screen already includes basic attacks, doesn't it? I think it's under the unit's name.
Yeah, that's a known issue. I tried to fix it but wasn't able to before launch. I'll take another shot in a later update.
That's odd ... I haven't seen that happen when doing mind control. I presume this is the mind control spell from the squid sorceror? I'll take a look and see what's going on there.
Version 1.1 ???????
Nope. The NUMBER of base Attacks is not included in the character selection stat screen. So, for characters with 2 base attacks like the Blood Shaman and the Snakeman Rogue, a player only finds out this information, when such a character is chosen as a party member.
Under the Offense heading, the catagories included are Attack damage, Attack skill, Critical hit chance and Attack range. The Number of base attacks is NOT included, which is important information, when choosing a character.
Version 1.1 ??????
Typical keys are not always followed, so go with your own preference. A better solution would be to allow players to choose their own key bindings.
I always change the default keys in all games I play, to my own preference. Currently, I want to change the Q and E keys to something different, but I can't, as these keys are not included in the Game Configuration, Input tab screen. This issue has been raised in another thread.
ALL key bindings should be player configurable.
Yes, sorry ... mistake. It's is free .. just the text is wrong. I fixed this in today's patch.
Sorry I missed these questions due to the page break in the thread. I'll double check that modify gold reward by difficulty is working right.
When you press the "Collect Gold & Leave Battle", it automatically picks up the gold for you. Therefore, no need to worry about picking it up. The only benefit of doing so during battle is so that the enemy don't collect it first ... in which case it disappears.
Thanks for the input. Yeah, that's an odd level for sure. I'll make a note and turn down both their life and increase their damage output so they are more dangerous and less tedious to take down.
That's a bug. I think I know what's going on. I'll fix it ... or I may actually switch out that ability for something else. I'm not sure I want a greater demon to be able to summon another powerful demon. That could get abusive since that same greater demon can be summoned by a high level soul eater.
Please go ahead or you can just start a new thread. Either way works.
Agreed. I need to learn how to modify the default Unity key bindings on that launch screen. Once I do, I'll update them and then change the code to follow those configurable bindings.
Sometimes blocking view, their sprites also merge into each others.
How about resizing them a bit?
Some battles with a load of enemies can get tedious:
Could we get a fourth speed setting?
Could you remove like 1/5 of those units on the most populated maps and tune up the remaining ones? (more HP and increased minimal damage perhaps).