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#781
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Hey, i have got some questions. I've wrote the last news in witching-hour studios site and wait the 1.08 update, but in appstore i've seen only the 1.07 update since may 23. Please, tell me simple, how can i get the new campaign if i have the 1.06 version? I've already finished the original and suneaters campaign but when i tap the DD (new) campaign - no In-App message, only coming soon.
Thanks a lot, like your game. |
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#782
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#783
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Oh, sorry. It's not done yet? But, if i not mistaken you wrote that it's uploading. You surely mean that uploading to appstore. Hm... alright, good luck!Thanks.
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#784
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Oh, sorry. It's not done yet? But, if i not mistaken you wrote that it's uploading. You surely mean that uploading to appstore. Hm... alright, good luck!Thanks.
P.S. Can i download 1.08 on 1.06 after it will be done? P.S.S. sorry for rewrite. |
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#785
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1) We make a game (or an update for it) 2) We upload it to Apple for review 3) Apple approves it and allows it to go live on the App Store We're only at step 2 and are awaiting Apple's permission to make the update available to players of Ravenmark. We're as anxious as you are to get things working. ![]() EDIT: Oh yeah, there should be no reason why you can't download 1.08 even if you're only on 1.06. Last edited by witchinghourSG; 07-16-2012 at 07:11 AM.. |
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#786
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Right! So we’re putting together the list of abilities from Ravenmark to port to multiplayer. What do you guys think -must- be on that list?
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#787
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So we're still waiting on Apple to approve the Deepwood Dragoons update. We'd like to go out on a limb and say the update will go live on July 25th, fingers crossed.
In the meantime, whet your appetites with this trailer! Low bandwidth Version | Pop Up |
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#788
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Hell yeah! Again, it looks epic! And i`ve got to say that this game has climbed to number 1 all-time in my list
![]() I can`t wait for the new campaign
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#789
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YES! Banzai! New campaign is a go go. Hope nobody expects me to be productive when it comes online. :-D
In reply to your question about multiplayer abilities, please keep the passive abilities units gain when in deuce or trine formation, I love the tactical question of "do I sacrifice mobility for _____ ability in this situation?" As for active abilities, I can see how some of the stronger ones (imperial glory etc) could be abused on turn 1, maybe have the more powerful abilities have a charge up round? |
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#790
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One thing I can foresee is that there will be balance issues. Given the ability to choose their own armies, I think that players will quickly discover that some combinations of units will be way more powerful than others. I expect that you can regulate that with different "points costs" and purchase limits for units. For example, an army of all Rookguard would be prohibitively expensive to field and cheap suicide units like Sunsouls would have a hard cap on them so that players couldn't take too many. That being said, I think that there should be a "mercenary commander" unit that will be the player's avatar in the same. It would be neat if the commander got area of effect passive abilities that boosted the rest of the army when the unit is close enough. |
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