over all nice game. anyway, weapons seem a bit messed up... Weapons such as bow and claymore should be 2-handed only. 1-h weapons such as sword, axe and dagger should also let you equip a shield.
Crossbow I guess could come in both 1-h and 2-h... as for book and staff, maybe make book offhand only? and staff either 1-h that could be worn with a book/melee weapon/shield or as 2-h... though going around with dual books or dual staffs is still kinda nice too^^
I currently have a bug with sheilds, since weapons are duel weildable, and it makes your second hand a weapon slot, it makes it so you cant equip the sheild. Hoping the fix I have in the update will resolve it.
hmm, i think i got it... seem for necromancy it go about (number of necro apprentice) * (raise power) / ( current hp of 1 skeleton) rounded... so if you raise your skeleton hp you will get less skeleton for each summon...
also another thing, not sure how to reproduce that bug, but I was like lvl 30 and somehow my necromancer could no longer spawn skeleton, the unit panel showed 0/0 instead of 0/2080, Got fixed when i bought another Barrack.
how do necromancy skill work exactly? it seem like 1 skeleton got an armycost of 1? so if your army is full you can't raise skeleton? I take it, the maximum of skeleton spawned each proc is raise power multiplied by how many necromancer you got? However that amount, beside current army size, is it also limited by how many foe in that unit is killed during the attack that Necromancy got triggered?
not sure but i think, the proc skill of Undead Halberdier, Ghul and Undead Giant as been swapped around. like Lunge description seem like what the Feast of Ghul should be, while Feast got description of the smash skill from Undead Giant, and smash the description of Lunge. same goes with Precise stab, Fear and Giant Blood
the 2x bug of zombie guard is fixed, but requirement for it is still off, Beside that it seem like heal do work as intended... it was just the amount for it was so low that I barely noticed it at first and was kinda expecting more since call to arms didn't need as much investment in the skills for me to see a noticeable effect of the militia self healing early on. Anyway, as for Necromancer Apprentice, well still no skeleton in sight but after buffing up Necromancy chance and raise power a bit i do now notice a drop in enemies max hp. just still unsure as to how i am suppose to make skeleton spawn...
The export/import only let me copy and past the save file inside the game itself... doesn't work if i try to ctrl+X or ctrl+C then try to past it somewhere else.
Another thing the Necromancer apprentice... I get it from what you said that those proc skills are supposed to work properly... just for instance heal if hp is lower then the damage received it wont show a yellow border like what call to arms do? but even then it still doesn't feel like my necromancer apprentice or even the priest when i was playing human, was healing itself or anybody else for that matter... Also the skeleton unit, how do i make them spawn? it says it need a necro or a necro apprentice but only skill that seem to do that is necromancy yet no skeleton get spawned out of it after over a dozen fight... or even decrease enemies max hp for that matter as description says.
Just some small feedback on the undead race.
From what i could see so far, that race's unit seem a bit all over the place and some of them kinda got odd requirement, such as Ghul that need 3rd tier resources but got lower fighting pit / barrack requirement than the undead halberdier who only need 2nd tier resources. or zombie guard that say it only need 35 fighting pits but only get available once you also got some barracks in too. Also for the Zombie, an infantry unit with army cost of 3, the skill tree for it doesn't have any proc skills, and overall also seem kinda lacking in term of passive skills, at least compared to the air unit - griffon that also had cost of 3. Also the Zombie guard got same problem as the human halberdier as in it get 2 unit instead of 1. so at x1 i get 2, x10 20 and x25 50.
I will move the undead Halberdier to the T2 units next update. Will add a skill to zombie guard.
Could you please check if the zombie guard bug still exist? Ty, for your help.
part 2.
Talking of stealthy... concerning all the aggro skill, it would be nice to have some info on what those skill do. Same for the multiplier skill, at least put how much it increase the multi by. beside that... while not too hard to figure that part out on ourselves, it would also be nice to provide some info on how the unit type focus work. and how it relate to the aggro stat...
Would be nice to also be able to see the stats of an unit as a whole instead of just 1. Like if you got 200 militias you would get something like Hitpoints: 25/5000
One last thing do unit special attack/spells/dot work properly? beside the militia call to arms that triggered every once in a while, it didnt feel like the other unit where using their own special skills... and those units occupied more than 10% of the max army size.
Glad you enjoy tha game :)
100 militia would be 300 Aggro for the unit. If a unit has Infanteryfocus of 1.5 it simply multiplies the stat by that amount, so it would be at 450 aggro.
Skills are already included into the damage calculations. Shields and Heals are sometimes displayed, if the shield is not broken and if you healed yourself more, than you got damaged.
The accumalted stats is a nice idea I will implement it into the next update.
I will fix the Shadow and Warelephant aswell, ty for telling me.
I could add an option for more detailed fights (but it would take some time).
I will try to fix the 0 Expcost bug, i already figuerd what it causes but i need some time to rewritte some code to do so.
Edit: Just realized that you mean the skillbuttons in the skilltree for the info, sorry havent slept mucht today. Will fix this aswell.
Over all, really fun game, and it is nice that you actively update and improve it.
Some minor bug.
The exp for the upgrade on unit spells show as 0, till you click it then it show proper exp.
The halbardier buy you 2x unit per purchase instead of 1x.
can't access the shadow / war elephant from unit menu.
I was also for mentioning why do war elephant got stealthy... but seem you removed it on last update^^ guess it was meant to be on Shadow since he doesn't have that skill.
should provide option to respec when ever you make some major change in skills and stuff... would kinda help not getting screwed over by new change due to old build no more being useable...
BUG: hmm, not sure what happened but my stealth somehow as gone permanent, doesn't get removed after 7 dodges... though i do still take damage from those crit...
I will check if there's any bug with stealth and crits.
Also I should mention crits bypass dodge. Both for you and monsters. Who needs accuracy when you are a lucky bastard?
Question, Is the spirit trick intentional or not? since it is so obvious, it kinda make me wonder... but at the same time... doesnt seem like it is....
Tip: you need to be lvl 80 AND have at least 1 wish point to unlock wish button... was worried for a sec that the button was bugged was past lvl 100 and was still not unlocked...-.-
Well nice game, and seriously dont see the problem with the lost of fortune on prestige, You get the Luck upgrade so invest all in it and you get back that lost fortune more then twice as fast and once you got enough fortune you restart and invest all in profit for faster fortune gain and once you got enough you can respec and do whatever build you want... re prestige or aim for ascencion... also the highest value of fortune and rep isnt completly lost on ascencion you get an upgrade that give a small part of it which help getting back on track even faster
Hey, thanks for the feedback. I mostly agree with you myself, but a lot of people were really disappointed to lose their fortune, so I've updated it so that proclaim no longer gets rid of your fortune, and so that it's easier to get more Spirit on your first Transcend.
well for what was available it was an interesting game though a bit too much on the easy side for a puzzle game, but i guess it is normal since it is only first package... I assume later package will be much harder not that am gonna be able to see the color of it... since it appear it will only be available on mobile...
I currently have a bug with sheilds, since weapons are duel weildable, and it makes your second hand a weapon slot, it makes it so you cant equip the sheild. Hoping the fix I have in the update will resolve it.