Disregard the last half of my last comment I was looking at the wrong thing. However I just reloaded the game and it seems to have messed up most of my conveyors, most of my production is just stopped with the wrong stuff on some of the conveyors but was running fine b4 i reloaded.
I'd pay money on this for steam if it gets fleshed out more. Like in my previous comment but maybea chance at gear drops with randomized stats for the soldiers for each siege completed. Could take a page from Crusaders of the Lost Idols and make them function like the silver chests: guaranteed on the first time you complete that level of siege, with a chance for the first time you complete that level during every subsequent reset.
Great premise, I hope there are still plans to update it more. Personally I think it would make the gameplay more compelling and gain a sense of progress if instead of just increasing the difficulty each time after the reset, let us beat the same first area and then while earning gems, attempt harder difficulty areas. Even better if we get some bonus or chance for bonus or extra gems for each harder difficulty siege we get through before resetting.
Is there any benefit to the restart from the mysterious mage? (such as more xp, item droprate increase, equipment slot unlocks) I like the idea but as is with lvl 270 heroes the final raid is still a struggle without using a fair bit of items and I'm still trying to get some of the rarer skillbooks to fill out their equipment. Also a small bug I found, used a contract renewal scroll as the still alive raiders had killed a wave and were resetting to the side for the next wave and now the one I revived is the only one not pacing around and the next wave won't spawn.
Don't reset if the final raid is still a struggle (it drops pretty good items, too!). There is one benefit to soft resetting: You get more XP from farm monsters and more gold and XP from bosses.
I'm not sure if this would interfere with balance for your plans of future gameplay, but getting these cool items is making me wish each raider had separate equipment slots for armor/weapon/accessory.
I remember getting a couple stun spells early on, but didn't get any from a full night of farming the last area, just damage and healing scrolls + potions. Wondering if this is intended because it feels like I'm gonna need stun scrolls to beat that dragon in the 2nd raid. (Fire breath hurts and the cd on the healing scroll is longer than the time between breaths)
*being attacked not being attacking derp, also I've only put the large nests in the first area so far but have not been able to actually spawn one of them and it's been running for several hours.
Still having some fun with the game but there are several bugs I've been encountering. Save still doesn't seem to be working, the entrance to the 2nd area became re-locked without ever even entering it on this play and the larvae don't seem to do anything when i have them running all over it. In the 3rd crack (the first new outside area) there are some strange things going on when stuff dies. Ladybug corpes killing my larvae, slug corpses killing armadillo bugs, dead larva still moving around picking stuff up but not attacking or being attacking until the corpse fades. This game shows real promise though, interested to see where it goes and how far you go with the adventure.
Most of these bugs are fixed now (couldn't reproduce the ladybug bug though, but it may be corrected with the living-dead-fix update). About the saving problem, if you are experiencing this issue, I can only recommend for the moment to play the game somewhere else (depending on browser, changing cookie rules may do the trick too). I'm trying to find a workaround but since I have not full control over it I cannot promise to fix everything.
I've gone thru the crack to the 2nd underground area and returned to the original, now the crack to the 2nd area says clear to enter again but there's no bug blocking it to clear.
Oops that's right.
This should be fixed now, and should not happen anymore.
But in your case, you'll have to clear the passage again by sending as many larvae ou can on the crack (since the bug is dead, the opening cannot be triggered anymore so your larvae have to unlock all the small invisible locks on the crack to open it by walking on them).
the rogue would be more useful overall if his poison could stack up a certain number of times, his damage just doesn't keep up with the warrior for the cost.
I'm enjoying most of the aspects of this game but creating new recipes can feel tedious. Maybe a way to spend coins to get hints for unlearned recipes would keep it fun for more people?
Solid iteration of this series of games, although maybe the enemy projectiles could be more visible (they are almost camouflaged by the water). Had no problem seeing them on my computer but this looks like it was made for mobile as well.
For the most part the update seems enjoyable... but I feel bad for people who didn't have 500+ souls banked going into it. It was already quite the grind to get to where you could earn souls at a decent rate, I imagine it must be much harder now to get to that point.
Achievements are fun but by the time you get some of the top tier ones the 5% is rather insignificant. They'd harbor more incentive if they offered another gilded hero or something.
What am I missing, apparently my heroes stood by their flags with a question mark for the action doing nothing the last six hours. I can move their flags around and they go to the flag but they won't attack anything.
What if instead of multiple crafting levels on an item have the blacksmith himself upgradable a certain number of times for increasing amounts of gold.
Good idea, really like it! We plan to make buildings upgradeable, for example a higher level tavern could be used to recruit higher level heroes that already have some skills and perks.
Don't reset if the final raid is still a struggle (it drops pretty good items, too!). There is one benefit to soft resetting: You get more XP from farm monsters and more gold and XP from bosses.