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Release Notes for Android Open Beta 1.2.47
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I also don't love the not pulling, but am a lot more concerbed about the impact on trials. Will be good to think about what can be done to compensate the impact against the timer without big pulls.Originally posted by Adrian (Developer) View PostYou can still pull multiple groups but it will require some effort/skill. Just ping them every 7-8 seconds with an AOE attack.
We feel that pulling the whole map then obliterating it with AOE is too strong. It also puts too much pressure on our engine, we can simulate that many active creatures and offer a smooth experience.
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After first glance, I like the icon on top of monsters to tell they are engaged and map staying on! Nice. Reflecting aura also makes a difference with warriors. Life goes down slower, which helps frustration of being one shot killed.
thing is with the disengage is that sometimes you get a slow zombie walking and it takes more than 15 seconds to reach you. I find it weird that after that time it goes back to initial spot (I feel like in GTA when you hide in a bush and cops just stop looking for you). They should at least stay where the are. It really will slow down time to level up in story mode as you have to pay so much attention to kill each group. Also, in trial mode, I usually do lvl 500 with around 4 min left. Now it's down to 2.5-3 min just because I can't take as much at the same time so I won't lose them to the 15 seconds. This feature should not apply to trials in my opinion or make it softer like monsters still attracted if seen on screen.
Overall, this update has nice features. Thanks!
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Hi Adrian,
thanks for the update :-)
I am not sure: Did you remove the "life regeneration" and "life on hit" effects/ benefits for the minions or did you only hide the numbers (by simultaneously keeping those effects) ?
Furthermore, I sometimes experience that the minions suddenly run 'off screen' pretty fast; only to run 'on screen' after very short time. Strange action lol. That happens only on the new beta version. I don't know if it is only casual but I think that it often happens when the minions don't have full life and also aren't in combat mode anymore. They run 'off screen' with half life and reappear with full life.
Last edited by Dominik Keßler; 08-04-2017, 11:59 AM.
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You can still pull multiple groups but it will require some effort/skill. Just ping them every 7-8 seconds with an AOE attack.
We feel that pulling the whole map then obliterating it with AOE is too strong. It also puts too much pressure on our engine, we can simulate that many active creatures and offer a smooth experience.
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Thanks for the update. Good stuff.
I am strongly disliking the monster disengage, e. g. doing TBD bridge by bridge. The time needs to be increased by a small bit. I can accept you don't like a whole map do be pulled, but forcing a group by group approach adds a frustrating factor for me.
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Release Notes for Android Open Beta 1.2.47
Hi all,
We've release build 1.2.47 in open beta on Google Play. To opt-in follow this link: https://play.google.com/apps/testing...mageandminions
Any progress made during the beta will be kept after the beta ends.
Your profile will not be locked to the beta version, so you can go back to the current live version anytime you want.
Release notes:- Heatseeker missiles now inflict the correct amount of damage.
- Blizzard ability has received a consistent damage buff and visual upgrade.
- Combat text information has been condensed to make it more legible.
- Monsters disengage from combat if they cannot attack the hero or aren't damaged for a while (15 seconds from entering combat)
- Removed stalls happening when approaching a group of monsters.
- Damage reflect aura on monsters now apply a damage over time effect instead of directly inflicting damage.
- Minimap is now visible while in combat.
- Updated the ad-delivery SDK.
Have fun!Tags: None
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