As you can see here: http://imgur.com/x0CZSII more than half of my workers are stuck like that, and they never change paths, nor I can make them move with the pheromone cloud. Some even ended up in the middle of the wall, one or two runs ago, I don't even know how that happened. I am running V1.72 on Chrome.
I'm sorry, but there's no way anyone can get "overwhelmed" by being able to more rapidly and comfortably select walls to dig, mostly because the AI of the workers is so bad that they are almost always running around doing nothng. Not only that, but, have you played the 1st "sub-level" of the 2nd level? Not being able to dig on sub-levels means that almost all workers get stuck trying to go directly to the entrance and being fooled by the trail that they are setting themselves, and will never try to go around walls. This means that you can't even lure them to follow you by using the pheromone cloud.
I insist, it'd be nice to have a more practical way to select walls to dig, that can be turned off by default if someone really wants that for whatever reason, and it'd be nice too, to be able to dig on sub-levels, or you should do something with the AI of workers so they don't get stuck against walls for all eternity.
Well that's just what I've been factually reported, I'm trying to take everything into consideration. About the level you mentioned, this looks like a pathfinding bug, this should have been fixed, but this level is a bit different, so I'll have a look, thanks for the detailed report !
About the ability to dig several wall portions, I'll think about it in the sequel since I'll redo the GUI and the menus, how items work, and the levels.
EDIT: I made some tests in the sublevel you mentioned, but workers walked around the walls as they should. Can you confirm me you are playing a version later than 1.7, or that still occurs for you ?
It'd be nice to have a way to kind of "paint" what we want the larvas to dig, something like being able to activate the "dig mode" and be able to hold the left/right click and drag and everything it touches it marks as "diggable".
Hello, thanks for feedback, some players suggested the contrary: because they felt a bit overwhelmed by the ability to dig without restriction they felt it would be better to limit the number of diggable wall (with an upgrade to raise it), so I' don't know what to think about it.
If you refresh the page after missing the guy that gives you the books, he doesn't stack them, so next time he appears he has only 1 book. I don't know if this is intended, but it really hurts the gameplay.
I have all 3 of my healers with 5 healing tomes, supposedly giving them 100% chance to heal without cooldown, but they sometimes do not do this. I'd like to know how does the stacking of these items work. All 4 of them if you can.
Import doesn't work on Chrome, and you can't pick up stuff on Firefox.
Plus the balance seems really off, but it's a really good game with a lot of potential.
Yes, an update should arrive within an hour or two, depending on how fast Kongregate clears the server side cache. The update is already ready and I will upload it soon! And I'm glad you see potential in the game!
Fun game, but after you build a colony for the first time and research "specialized villagers" my food production became "-158" and I started to lose food till I was at -2k and refreshed the page, and it fixed itself.
By the way, heal doesn't seem to work if you're on another tab. It works if the game it's by itself, on it's own "browser" page, but if you open another tab and change to it, heal doesn't work. I hope this helps improve the game.
I'm loving the updates, but for some reason I lost 10 seconds of heal. I have a full light mushi (lvl 448 with 100k+ points) and yesterday I had 30 seconds heals and now I have 40 seconds ones. Is this just you balancing the game or a bug? Thanks in advance.
Well, game is working fine now. But what is the thing that looks like some buildings and says 1/1, below the save button. And what does "walk +1" on the store do?
Buildings with a value of 1/1 is how zombies can go into town and get experience. In the store, "walking" is to increase the number of zombies that can gain experience.
I started again because of the reworked shop prices and the new amount of blood to get souls, but I have 2,2 billion blood now and still 0 souls. This game is trying my patience.
Yes, I got souls. Got 100, rebooted, couldn't level up the first zombie so I refreshed and everything was fine. I did the same thing with 300 souls and I lost them all.
Well, I had 300 souls and refreshed chrome so I could level up the first zombie (because of what I said earlier about not being able to do it one you reboot) and now I'm at 0 souls again.
Once you reboot, you have to refresh your browser to be able to level up the first zombies. I guess the leveling tick gets stuck on the zombie you left it before reseting, and you can't untick it because they are locked.
I send you a PM.