Beranek, great game, but one thing is bugging me (pun intended): The Druid's spellchain ability occasionally activates at times it shouldn't. For example, I've had my Druid spellchain off of my Wizard's spells, which locks out the Druid's same-element spells and physical attack while still consuming his turn like normal (the Druid normally takes his turn right after the Wizard). I also had my Rogue spellchain (?) off the Druid, locking out the Rogue's physical attack for the turn. All in all, though, I love finding an old-fashioned M&M-style game here on Kong, so thanks.
I want to murder every patron I had today. My carpenter comes in, and I set him to research the club. Every. Single. Customer... wants a club. Except the last guy right before the research completes: He wants to sell me the recipe for the club.
I found the starting money upgrade to be the best thing to get after a couple production boosts and the refinery upgrade. That jump start on your base (I always used it to max money production before the level even starts) lets you start pumping out asteroid attacks almost immediately.
Dynamite blasts, nitroglycerin explosions, wrecking balls, acid baths, air strikes, and alien disintegration cannons do nothing to the idiot civies, but a wood block being pushed across the ground at a snail's pace is an instant KO?
@crispydude358 and anyone else wanting to change the graphics quality to mitigate slowdown, right-click>Quality. Just be warned that Low Quality makes reading some card texts nearly impossible.
A note to squishy mage builds that depend on the tangling spell to get away from trouble: Enemies with Charge (notably the black knight guys) can still use it when tangled.
Once I got the night-vision goggles, I always abandoned my base, ran around (just shoot down the speedy zombies) until there was a huge mob following me, and unloaded with explosives and/or assault rifles. Piece of cake.
I need only 1 more zombie chicken for the KFzC quest, but I've been running around the castle for over two hours without fighting one. This is ridiculous.
The mortar is a horrible weapon. Does little more damage than the basic cannon, is slower, is a pain to aim, and has a really long reload time. It needs to be powered up and given a decent splash radius to not be worthwhile (a "strong but slow" weapon taking half a clip to kill an average enemy with all of the ammo+ and base damage+ upgrades is ridiculous).
Does anyone else have an issue where you start building something, then come back and it's simply gone? I've got ships in system for defense, but nothing I build actually gets built. As soon as I leave the system and come back, before or after the structure should be finished, it's gone. =/
Layering problem is compounded by enemies (fatsos in particular) absorbing shots during death animation that should hit enemies that were behind the killed one. Basically, even after killing an enemy obscuring others, you have to wait for it to disappear before you can hit others that were behind it.
Could use a slightly larger game area, especially on the top and bottom (make the area a square?) since enemies tend to appear and hit you before you have a chance to see them. Making the little red "incoming" things more noticeable and appear maybe half a second earlier would also help. It's annoying to try to maneuver away from an incoming enemy only to have new ones pop out of the edge on top of you with no time to avoid them.
Sradac, my point is that the recommended element is, with disturbing frequency, not an element you should even bring. Take my latest example, where the recommended element was energy: Not a single wave was weak to energy. That has nothing to do with strategy or planning ahead any more than would instructions giving false information. It's simply a bug.
Is the "Suggested Element" selected according to which element has the most waves weak to it? If so, I suggest adding a consideration for the number of waves strong to the element, too. As just one example of many, I go into a mission with a suggested element of Physical only to find four waves of ten weak against physical, but all of the other six strong against it.
Desperately needs a "Surrender" button to end a battle that is no longer winnable without having to wait for the enemy AI to take its time finishing you off.
Is there some secret to the early anti-tank US mission? The tanks kill bazooka teams, even in cover, about half the time on their first shot, and they usually get a second before coming in range of bazookas, which take at least two shots to kill the tank. Tanks also seem to preferentially target bazooka teams (makes sense, I suppose), so no decoys. All together, unless you get really lucky, it takes 2-4 bazooka teams to kill one tank (impossible to make as fast as the enemy makes tanks), not to mention dealing with the infantry. =/
As hard as aiming is, it's really annoying that bosses seem to calculate your trajectory almost perfectly, and just a couple of hits undoes 5+ additions, making it impossible to continue without wasting a ton of time in the easy areas slowly building back up. A wider view or an enemy indicator would also be nice for when bosses and fast enemies zoom out of view only to ram you a moment later and fire point-blank.