Jump to content

codepoetz

Members
  • Posts

    20
  • Joined

  • Last visited

Reputation

21 Excellent

About codepoetz

  • Rank
    (1) Prestidigitator
    (1) Prestidigitator

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Long ago when we first started development of the game, I had only implemented a single bane card: Skeleton Horde. This meant that every bane in the entire game was a Skeleton Horde. Consequently, I have very bad memories of endless hordes of skeleton hordes destroying my party. I still hate encountering that card to this day.
  2. It is not uncommon for software-based random number generators (RNG) to exhibit some kind of bias. A few weeks ago, I ran a battery of statistical tests on our random number generation code looking for any kind of bias that might contribute to strange die rolls. After analyzing a million cycles, I found no evidence of statistical bias at all. In fact, the base RNG that we are using behaved extremely well under pressure. However, my investigation was in the context of die rolls. Card shuffling is a bit different, so I promise to run some more focused tests on that soon. I appreciate the feedback because I'm very curious about how game players perceive randomness and it's one of those things that I can't evaluate independently.
  3. There are two problems: 1) the single-line scrolling panel isn't a great UI for displaying large numbers of characters (too much swiping around), and 2) we have a very limited amount of memory to work with on these devices. That being said, I think we'd all like to have more characters so we're considering a few different options. Thanks for asking this question; as a developer, I always like to know what features are most interesting to players.
  4. I understand the confusion because this is a very complex card and the rules are not entirely clear. I can tell you that the current implementation of the Warchanter is incorrect, mostly because it's one of the most difficult cards in the game for us to implement. Any characters who want to play a weapon or an attack spell must first succeed at a check. This means that we have to temporarily pause the action, remember which cards, dice, and powers are in play, erase them all, and start a completely new check. After resolving that new check, we have to magically return all the dice, cards, and powers to how it was before. It took us some time to figure out that bit of magic, but you should see a proper Warchanter soon. As a bonus, the extra development time gave us a chance to add some very fancy new visual effects to the Warchanter!
  5. Looking into my work queue, I see an open feature request to allow dead quest characters to retain the experience given to them while alive. Although I can't make any promises, I think that you'll see some changes in the future. In the mean time, maybe consider it an extra challenge to keep your entire party alive? Sadly, if you're playing an epic undead quest with someone like Lem, this might be problematic. Lem really hates fighting endless hordes of undead.
  6. Way back years ago when we first started creating this game I had only implemented a small handful of cards. Of course we were playing with full location decks so every location featured the same cards. One of the only barrier cards that we had was Skeleton Horde. During testing, I had to fight so many of those foul things. I still hate encountering that evil card today!
  7. We don't read the mouse input channel when running on Android or iOS devices. But I think this is a good idea for a future feature. Although I'm sure we'd need to get a few large screen TVs for, you know, testing purposes. )
  8. In your game Settings menu, try toggling Effects OFF. Let us know if that helps.
  9. Thanks for letting us know about your experiences with beta3. Today, I took another look at this code and found some new problems. I have fixed those, so characters should be more stable in the next beta.
  10. Did you try dragging the face-up collapsed ceiling card from the deck to the encounter position? This is the only way to re-encounter the collapsed ceiling. Quest Mode allows you to encounter cards a few "levels" below your current level, so what you described would be possible. I'll let one of the designers explain how levels work in Quest Mode.
  11. Forfeit in beta3 never kills anyone. I changed this so that forfeit will kill characters who cannot draw up to hand size. One of the reasons we all want forfeit is to escape from bugged checks, so we'll always allow you to escape the current check.
  12. We aren't doing anything to block this, but I'm not surprised that the emulator did not work.
  13. I'm pretty sure this is fixed already.
  14. We agree. I have a bug in my queue about this, but it's priority is low so it'll be a while before it gets done.
×
×
  • Create New...