Post by fallen on Nov 1, 2013 13:09:12 GMT -5
Please uninstall the old app before installing the new app, or you will have crashes.
We have arrived at the second phase! Your group will start in the same spot as in Phase 1 (at the southern end of Cellet Void) and need to work your way to the road to Granthorn. From within the safety of Granthorn, you will be given a series of challenges into the nearby dungeons. This phase will allow you to lead expeditions into hostile territory and return to a safe haven to train, re-gear, and re-equip your characters between challenges. In Phase 2, you will be able to reach higher levels, purchase equipment, and face off against more challenging combats.
Phase 2 has a very simple story line an is still shallow in it's worldly aspects and depth. Please focus on the pacing and depth of extended expeditions into the underdeep, the balance of leveling and buying new gear, as well as balance of talents, monsters and their bosses. As you will reach higher levels in Phase 2, the please spend time plotting and playing different characters builds (main line fighting cleric, cursing wizard, 2H Outlander, 1H Outlander, sneak thief or ranged hellion).
Phase 3 will conclude the Heroes of Steel alpha test, and will put the beginning of the real story into your hands and give you a chance to play through the first few hours of the game. We have been putting all of our story and complicated content creation focus there, which is why Phase 1 and Phase 2 have been light on story, heavy on tactics.
Fixed Issues List for v1.0.5
- Major Changes
- Monster AI has gained a few points of intelligence and is far more dangerous. Beware!
- Move Confirmation added - tap while the locator animation is still on the screen
- Game remembers where you have been between loads, so that the darkness does not close in on you
- Continue button removed from the loading screens - no touch required
- Improved Group Move (Glom)
- The leading character’s stealth is used when in group move
- Easier to group together - distance threshold increased
- If group move is interrupted by enemies, characters deploy in a following line
- Glomming and changing characters or gear can no longer cause “invisible characters”
- Traps during group movement hit a random character
- Talents re-balanced or improved
- Firebolt is more stronger and more accurate
- Farsight will detect nearby traps - the spell cast is tinted green in this case (and tinted red for monsters, remember?)
- Myshana’s Tears requires 3 AP to cast
- Thief’s utility talents (pick, disarm, sight) all cost less SP
- Dice bug fixed; Choking Ash is more effective now (same stats as before)
- Burst of Vitality has been replaced with Burst of Speed
- Immolation’s cursing effect has been updated
- All disabled talents now have a darker border -- easier to spot.
- Talents HUD menu is aligned flush with the screen bottom - now you can’t “miss” under Items and send your Hero there
- Defensive Changes
- Changed dice rolling on Armor so that it is more consistently soaking damage
- Changed term Protection to “Armor”
- Leveling / Camping
- Old talent is flushed from the HUD after leveling (fixes “first time heal after level up still heals 35)
- Talents organized better for leveling, display matches normal talent list
- Basic attack talents explain that their power cannot be increased
- Skills and attribute screens now include an indicator of the current value
- Can no longer entering camp sites when in combat or when the group is separated
- Equipment, Gear, and Shops
- Weapons, Armor and Gear rows will highlighted as they are selected in Shops or Equipment
- Weapon, armor, and item details are shown in chests
- Items are now stacked and sorted in your inventory
- Extra in-game alerts and sounds have been added
- Text “toasted” over the battle map for indications is correctly centered
- Critical hits are indicated when they occur
- Level up events are indicated when they occur, over the character
- Locked doors and locked chests indicate that they are locked when you attempt to open them
- Game Defeat
- Removed Restore Point from the Defeat for the moment.
- Changed button in defeat screen from “Continue” to “Retry Turn”
- Fixed many crashes with double-tapping on talent list and many other crashes in selecting talents
- Model parts (arms, legs, etc) will no longer disappear on Adreno 200 and 220 GPU
- Added option on menu to turn off blood
- Fixed typos & Updated art
Known Issue List
Enter Phase 2 of the Alpha, this is a list of Known Issues. Please review them so you are aware of their impact on game play. We are working to resolve these ASAP.
- Some text runs off the screen edge on small devices. We’d appreciate your help in reporting these so that we can apply point fixes.
- All weapons types use the same art for all their variants (kind of boring).
- Skills that indicate that they will decrease SP cost for Talents do not yet reduce SP cost.h
- Shops where you sell back items stack points, but do not show the "x 5" indicator. When you sell a potion, it will disappear as if its gone. Stay calm, you only sold one. To sell more, leave the shop and re-enter.
- The info shown in Talent Details (select a Talent on the HUD, then click its icon again) is lacking. This is the area where full combat stats will be shown, as well as the weapon that will be used by the talent.
- There is a lack of in-game documentation on area effect, the combat system, and other critical pieces of the system. Most of these additional details will be shown under Talent Details (see #3).
- Many attack animations “fall short” of connecting with their target.
- The Android back button is currently ignored. We will add support for this as we add more custom platform support for platforms such as the OUYA.
We have arrived at the second phase! Your group will start in the same spot as in Phase 1 (at the southern end of Cellet Void) and need to work your way to the road to Granthorn. From within the safety of Granthorn, you will be given a series of challenges into the nearby dungeons. This phase will allow you to lead expeditions into hostile territory and return to a safe haven to train, re-gear, and re-equip your characters between challenges. In Phase 2, you will be able to reach higher levels, purchase equipment, and face off against more challenging combats.
Phase 2 has a very simple story line an is still shallow in it's worldly aspects and depth. Please focus on the pacing and depth of extended expeditions into the underdeep, the balance of leveling and buying new gear, as well as balance of talents, monsters and their bosses. As you will reach higher levels in Phase 2, the please spend time plotting and playing different characters builds (main line fighting cleric, cursing wizard, 2H Outlander, 1H Outlander, sneak thief or ranged hellion).
Phase 3 will conclude the Heroes of Steel alpha test, and will put the beginning of the real story into your hands and give you a chance to play through the first few hours of the game. We have been putting all of our story and complicated content creation focus there, which is why Phase 1 and Phase 2 have been light on story, heavy on tactics.
Fixed Issues List for v1.0.5
- Major Changes
- Monster AI has gained a few points of intelligence and is far more dangerous. Beware!
- Move Confirmation added - tap while the locator animation is still on the screen
- Game remembers where you have been between loads, so that the darkness does not close in on you
- Continue button removed from the loading screens - no touch required
- Improved Group Move (Glom)
- The leading character’s stealth is used when in group move
- Easier to group together - distance threshold increased
- If group move is interrupted by enemies, characters deploy in a following line
- Glomming and changing characters or gear can no longer cause “invisible characters”
- Traps during group movement hit a random character
- Talents re-balanced or improved
- Firebolt is more stronger and more accurate
- Farsight will detect nearby traps - the spell cast is tinted green in this case (and tinted red for monsters, remember?)
- Myshana’s Tears requires 3 AP to cast
- Thief’s utility talents (pick, disarm, sight) all cost less SP
- Dice bug fixed; Choking Ash is more effective now (same stats as before)
- Burst of Vitality has been replaced with Burst of Speed
- Immolation’s cursing effect has been updated
- All disabled talents now have a darker border -- easier to spot.
- Talents HUD menu is aligned flush with the screen bottom - now you can’t “miss” under Items and send your Hero there
- Defensive Changes
- Changed dice rolling on Armor so that it is more consistently soaking damage
- Changed term Protection to “Armor”
- Leveling / Camping
- Old talent is flushed from the HUD after leveling (fixes “first time heal after level up still heals 35)
- Talents organized better for leveling, display matches normal talent list
- Basic attack talents explain that their power cannot be increased
- Skills and attribute screens now include an indicator of the current value
- Can no longer entering camp sites when in combat or when the group is separated
- Equipment, Gear, and Shops
- Weapons, Armor and Gear rows will highlighted as they are selected in Shops or Equipment
- Weapon, armor, and item details are shown in chests
- Items are now stacked and sorted in your inventory
- Extra in-game alerts and sounds have been added
- Text “toasted” over the battle map for indications is correctly centered
- Critical hits are indicated when they occur
- Level up events are indicated when they occur, over the character
- Locked doors and locked chests indicate that they are locked when you attempt to open them
- Game Defeat
- Removed Restore Point from the Defeat for the moment.
- Changed button in defeat screen from “Continue” to “Retry Turn”
- Fixed many crashes with double-tapping on talent list and many other crashes in selecting talents
- Model parts (arms, legs, etc) will no longer disappear on Adreno 200 and 220 GPU
- Added option on menu to turn off blood
- Fixed typos & Updated art
Known Issue List
Enter Phase 2 of the Alpha, this is a list of Known Issues. Please review them so you are aware of their impact on game play. We are working to resolve these ASAP.
- Some text runs off the screen edge on small devices. We’d appreciate your help in reporting these so that we can apply point fixes.
- All weapons types use the same art for all their variants (kind of boring).
- Skills that indicate that they will decrease SP cost for Talents do not yet reduce SP cost.h
- Shops where you sell back items stack points, but do not show the "x 5" indicator. When you sell a potion, it will disappear as if its gone. Stay calm, you only sold one. To sell more, leave the shop and re-enter.
- The info shown in Talent Details (select a Talent on the HUD, then click its icon again) is lacking. This is the area where full combat stats will be shown, as well as the weapon that will be used by the talent.
- There is a lack of in-game documentation on area effect, the combat system, and other critical pieces of the system. Most of these additional details will be shown under Talent Details (see #3).
- Many attack animations “fall short” of connecting with their target.
- The Android back button is currently ignored. We will add support for this as we add more custom platform support for platforms such as the OUYA.