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27th November 2020

ANSWERING COMMUNITY QUESTIONS

Hello hunters!

Recently we put out the call for questions from the community for our team to answer. We got a load of different questions, so we hope you’re ready for a load of different answers! And if you’ve got a question that wasn’t answered here, you can reach out to us on Twitter, Facebook or our official Discord!

Twitch:soerenkepler from Steam writes:

Q: There is alot of disappointment first on foremost on not being able to play 4v1. When will it be available?

A: We definitely understand that there are people out there who are waiting for us to add 4v1 online multiplayer to the game, which is why it’s the first feature we’ve been working on post-release. We’ve already got to the point where we can test it internally and we’re now gearing up to roll it out to our beta testers. A feature like this involves a lot of different moving parts that need to be checked are working correctly, which is why having our beta testers get their hands on it will help massively.

So at this point, it really depends on how many issues we/our beta crew come across when testing 1v4 online. After we’ve had some more time with it, we’ll be able to give you all a firm date on when it should be available - but we don’t want to promise anything before we know for sure.

In the meantime, we appreciate all of the patience people have shown while we continue working on this much requested feature!

Spockhelp from Steam writes:

Q: Which table top edition is this based off of?

A: It’s based off the 4th Edition of the table top game! We’ve made some very minor changes where rules weren’t 100% clear in the physical version, but other than that, the game is a 1-to-1 adaptation of the 4th Edition.

Gorgo Primus and Opsrey26 from Steam write:

Q: is it possible to get an option to skip or speed up animations in the future? //  I would also like to see an option to fast forward the visual attacks and stuff.

A: So depending on which animations players find too lengthy, we may already have unreleased ways of decreasing the wait time. For example, there is a slider in the developer build which controls the speed of the character wheel (the animation you have to wait for when switching characters, finishing your turn etc.)

There is no way for players to use this currently of course, but we wouldn't object to giving the players the option to adjust this themselves. We could also potentially allow other animation speeds to be controllable through the settings menu - we just need to identify the long-winded ones that players find frustrating.

Gorgo Primus from Steam also writes:

Q: Why did you decide to not have text on what a card did when you drew it or in your hand, but only when you went to play them?

A: So when we looked at how to show players new cards that they had received, we had two options:

  1. Show you the card and what it does, and ask players to confirm once they’d read the card

  2. Show you the name of the card, and after a few seconds automatically progress the game

We decided to go with the second option, as it means there is less input required from the player and a game can progress more smoothly. Also, you can look at your hand during your turn and see what the cards do,  so there is still the ability to read what cards do before you play them.

We do acknowledge that there are going to be certain players that would rather it function like the 1st option, so we’re going to look into giving players a choice in the settings menu to toggle between the two options.

Shawn.hollon from Steam writes:

Q: Will there be support to play this on Mac in the near future?

A: At the moment we don’t have any plans to bring Fury of Dracula: Digital Edition to Mac, as the amount of time it takes to develop a Mac version of the game wouldn’t justify the number of people who then would buy the game.

However, we’re currently looking at other options such as Nvidia's GeForce Now which would allow Mac players to play Fury of Dracula: Digital Edition with minimal development time from us.

Opsrey26 from Steam writes:

Q: Please decrease this size of the player piece. They are too big. Also, add some artwork fro the towns and villages.

A: At the moment, the player pieces on the board will automatically scale down whenever there are multiple characters in a single location. We’ve designed them to visible even when you’re zoomed out to see the entire board, to help you see at a glance where everyone is.

As we get closer to the release of the mobile version, we can take another look at the sizes of player pieces, and if we need to give players the option to adjust the ‘default’ size.

Billyzero from Steam writes:

Q: How do you use Speedy Telegram in game? I know the effect but I don't know how the computer game's mechanic works (ie, how do I get Mina to go first instead of Goldaming when the card is in play?).

A: If you click on the different character avatars over on the left side of the screen, you’ll be able to switch between the different characters and perform their actions!

Red Commander from Steam writes:

Q: Is it possible to add the list of players actions during the game?

A: Yes! We’re actually working on this right now, with ‘The Journal’ feature. It will be a running log of everything that has happened in the game, and you’ll be able to refer to it as you play. You can read more about it in our ‘What’s Next for Fury of Dracula’ blog here.

Red Commander from Steam also writes:

Q: [Can there be] an opportunity to choose the leading hunter in a combat? He is being chosen automatically now, due to the sequence of hunter`s turns.

A: If there are multiple hunters in Dracula’s current location, each hunter chooses a card. Then, before cards are revealed, Dracula chooses one hunter to be the engaged hunter - so Dracula is the one responsible for choosing who the ‘leading hunter’ is in combat.

Red Commander and El-DoX from Steam write:

Q: One more thing. Can we have the better textures of the gaming board? It makes my eyes very tired even in full hd. // Are there some plans to improve the look of the game board, a different layout for instance with a DLC?

A: So far we’ve mostly seen people wanting it to look like the 2nd/3rd/4th edition physical boards. That could potentially be easy for us to do, but we’d need to talk to the different companies who made those versions of the game. Definitely a conversation we can start though!

Rogersdrums from Steam writes:

Q: is there a possibility that you could manage to make a function in FOD that would allow players to make the game longer in its starting point duration? perhaps increase the evil influence number to 20 or so for example.

A: Whenever we look at adding house rules in the future, adding rules that change the duration of a game will definitely be on our list. We know that some people will appreciate a shorter game of Fury of Dracula, so adding some kind of ‘sliding scale’ that will adjust aspects that affect game length makes a lot of sense.

TenaciousD_ad from Steam writes:

Q: Castle Dracula did not heal Dracula. Guys, did this really get beta tested?

A: This was actually a bug we noticed shortly after release! It turns out that Dracula healing after moving to Castle Dracula was being triggered by most of his movement options, but not all of them! For example, when Dracula used Wolf Form to move to Castle Dracula, he wouldn’t heal properly. We’ve now fixed this issue, and will be rolling out a patch for it soon!

Also, we most definitely did beta test the game! We had a team of nearly 100 beta testers who spent nearly 3 months playing the game and reporting on bugs. 

Monica Rohtmaa-Jackson on Twitter writes:

Q: Why did you decide to digitise Fury of Dracula in particular?

A: Part of the reason is down to the really good relationship between us and the lovely folk over at Games Workshop! Also, we’ve spent a lot of time working on more ‘traditional’ fantasy games with wizards and knights, so getting our hands on something with such a strong horror theme was definitely a welcome change!

Iain Briggs on Twitter writes:

Q: Is there possibility we'll see it on the Switch?

A: Once we’ve released the mobile versions of Fury of Dracula: Digital Edition we’re going to properly investigate how much of an audience and how much demand there is for the game on Nintendo Switch. So right now, the best answer we can give you is a big, exciting… maybe?

John of Arc on Twitter writes:

Q: When is the iOS version coming?

A: We’re still not 100% sure on how long some features of the mobile version of Fury of Dracula: Digital Edition will take, as we have a long list of small features and updates that we need to work on before we can roll it out.

When you have 4 massive things to work on, it’s a bit easier to gauge how long a project will take. Unfortunately, porting Fury of Dracula: Digital Edition to mobile is more like 4 massive things and 100 smaller things, and trying to work out how long those 100 smaller things is much more difficult.

We know that iOS and Android versions are something we get a lot of questions about, so we’ll be sure to shout loud and proud about a release date once we have one.

David Umstattd on Facebook writes:

Q: We’re y’all fans of the board game before designing it? If so how many and for how long? What was the research process like for those unfamiliar with the game?

A: We had a handful of fans here in the office, and almost everyone had heard of the game to some capacity at least. When a game has been around for as long as Fury of Dracula, it’s hard not to be recognisable. For anyone who was unfamiliar with the game, we bought some copies for the office and we spent a good number of lunches playing through the game and getting to grips with the mechanics.

Games Workshop were also kind enough to send everything they had about Fury of Dracula which helped a lot with research about the game.

That's it for questions, but don't be shy about reaching out to us on social media or here on Steam!

 
Thomas Young