Patrol levels are chosen randomly but the range of possible levels move ahead as you complete the main quests. So when your on quest 1, only patrol levels 1 to 8 are available. When you go to quest 2, patrol levels 1 to 16 are now available. When you move to quest 3, the patrol levels available might be 5 to 25 or something. As you progress, you unlock more patrol levels that are generally harder and easier ones from the beginning fall off so you typically shouldn't keep playing the same ones again and again. Also the patrol levels tend to follow the story progression of the main quests as well. The idea is too allow you to grind for experience in a more interesting and enjoyable way. The quest difficulty after the middle of level 2 really does get pretty high now on normal difficulty. So players will need play patrol levels when they come across harder quest levels that they can't beat initially. Honestly, the patrol levels are probably the most enjoyable encounters in the game as they feature some really unusual one-off designs.
and The patrol stages I played during testing were indeed really good. Which is why I think it's a shame that you can only access them randomly. In your example of quest 3, you only have a 1 in 25 chance to see a specific stage. And it's highly likely that you need to play a lot more than 25 runs to see them all.
That's all part of the replay value .... after all, you can only choose 6 out of 24 playable character classes. By design, you won't see all the cool stuff in the game in a single play through.
... and Demon's Rise has been approved! Strange really that they went from reviewing to approved so quickly. But who are we to question things that we don't understand? So let's get things moving for launch. The launch date will be August 20th. We need a bit more time to do some publicity and send out promo codes to review sites and such. So to celebrate ... here's some new pictures! Screen Shot 2 by Rajpreet Dhillon, on Flickr iPhone Screenshot 1 by Rajpreet Dhillon, on Flickr Screen Shot iPad by Rajpreet Dhillon, on Flickr
I'm actually looking forward to working on the sci fi version. Though I've gotta spend the next few months supporting this release with new content and levels and such. I will probably start work on the sci fi version though and will start up a separate thread for that to get ideas and input from you guys. Not to state the obvious but if you want the sci fi version, best way to help would be pick up this release and help spread the word. On other news, I put together a press kit page today on the main site and re-worked the site a bit. We're going to spend the next few days trying to solicit as many review sites as possible to check out the game with promo codes. If anyone has contacts in the industry, by all means point them towards the press kit page and reach out to us for a promo code: http://www.wavelightgames.com/press-kit.html
Been following this thread for quite some time and can't wait to finally play this game. The new screen shots you put up look fantastic. Congrats on the approval!! Hope this game is a success for you.
Thanks guys ... looking forward to the release as well. Really hope it exceeds your expectations (and the sales exceed ours ) Hard at work on the promotional side as well as working on the first update. Here's a teaser image of one of the new Dwarves Knights / Elites: Screen Shot 2015-08-17 at 8.21.51 AM by Rajpreet Dhillon, on Flickr Armed in full plate armour and equipped with a double handed hammer. These will be more of an offensive dwarves class whereas the existing Dwarf fighter (Iron Guard) are more defensive). Not sure of a name yet ... thinking possibly "Shield Breakers" or "Hammerborn" or possibly just "Dwarf Noble". Probably won't be a playable class but will instead be an controllable NPC for certain quest and patrol levels.
Added some more info on the first content update on the games web site: http://www.wavelightgames.com/update-1teaser.html The update will be heavily undead-focussed with a whole slew of new undead enemies to fight ... including an Undead Dragon!
Could you make the green and red hexagons/circles under the units optional, or showing only for the selected/ target friend or enemy unit? I believe the "little too green" look is coming from the glow of the circles.
Not really ... the circles serve a purpose in the morale system. If a unit panics, the circle is yellow and if the unit goes berserk, it changes to purple. The indicator circles are quite toned down on a real device. In the picture I showed, I adjusted colours to make the dwarf brighter against the background so I think that's why the circles look brighter than they do in game.
Hey guys, Quick little update. Here's a pic of the Void Reaper ... a very powerful enemy that will show up in the first update: Screen Shot 2015-08-18 at 10.04.40 AM by Rajpreet Dhillon, on Flickr There will be an article posted on the web site later today about this beast. Having some issues uploading it actually ... not sure what's going on. We've also submitted the game to the good folks at Touch Arcade and other places so let's hope for some reviews. They can really make or break a game in the mobile space.
Web site issues are fixed. You can find some info on the Void Reaper in the following article: http://www.wavelightgames.com/fromthevoid.html