Found a bug: skill cds are based on real time and as such they get of cooldown if you press bags and alt-tab, returning later results in resetted skills, you can also reset their cooldown by simply unlearning the skill, learning something else, attacking once and then learning the skill again.
Currently only using the blocking skill and the fast attacks, but this bug could easyly be abused for aoe-spam.
Thanks for the bug report! Yes this was noted by an earlier player, however I decided that playing that way would be *so* tedious that I can't see anyone bothering!
Currently doing a solo playthrough, purposely killing of my part by making them wait next to a mob and the resetting it (without them having any items), currently in a duel with king hammerfist (selfheal gear, all stats into def) lets see how far i can get solo.
with 120 attack 165 def 750 hp and lvl 8 selfheal equipment, the gatekeeper was quite boring, i just stood there and healed myself attacking while my party zerged him down with stun weapons, but i gues i got lucky in getting those amulets/selfheal gear
He's meant to be a challenge for even a decently equipped group (in order to make you seriously consider his offer)... but with stats like that I guess you got every good drop in the game! I've never been over 100 in atk or def all the times I've played through.
Suggestions for a sequel: make different abilities for classes, right now the class choice only affects the statscaling, Adding more classes (mage was suggested before) and stats (archer/mage/priest come to mind as classes).
Races would also give a nice touch: Vampire= part of dmg done= health return, Orc=more dmg when health % gets low, Elf= stronger spells, Human=more dmg reduction, Ogre= more health
lvl 35 axeman with all points into dmg seems to be the way to go, just 2 shotted the last boss with that (stunned and both the regular attack and leach critted), With a lvl 35 rogue (all in speed) the fight takes longer as he just keeps stabbing away with +/- 3.7k dmg per stab, no matter what mob (appart from the last boss) the stabs are to fast for the opponent to even start attacking, on the boss itself the heals are quite pointless, the time it takes for the boss to heal, more then that amount has been removed allready, if anything boss healing= breathing space for the hero. The walkthrough states that you should have lots of health for the last boss, and suggests that you should use headcracker, dont see a reason to do so tho.
the "hard" badge is the easyest with the paladin start deck, keep 10 gold mines, 1 parting gift, 12 peasants, 1 conversion and 1 crystal mine or a "hidden gems" card, remove the rest, against any opponent you use this strategy: spam mines until you played all, only summon peasans when you know you can get the 2 souls, use the conversion and parting gift, and spam peasants like no tomorrow. You can also sacrafise them in small groups if you prefer bigger coin profits, simply summon 5-10 at a time and let the opponent kill them, even if they wouldn't get killed, spamming 100 of them equals victory. If the opponent overwrites your parting gift with something else, just keep spamming peasants and they will kill anything in their path, simply because they will get piled up and kill even the golems in the last mechanic level before they get of a 2nd swing.
Kitilid Lightwielder can pretty much be a "caster-tank", lure mobs around a corner, do massive swarm and sanctuary, melee something with whatever weapon you have and spend like 1 point willpower 3 ponts int per lvl, mobs basically kill themselves and you can stand still while being attacked by bosses
Alternative strategy for last lvl on epic: use Valkyres and Mighty guardians together with whatever magic dmg you can get, halt @ start and wait for the bos to spawn, then attack and use shield long enough for you valk+guard units to gather below the boss.
Rest is shieldspam, main difference between this aproach and the Titan+imp version in the walkthrough, is that you actually kill the boss.
The beastiary seems bugged for me, it refuses to register mob kills alot (for normal mobs this isn't a prob as you'll just encounter more of that kind later on) but for bosses it kinda is, seeing i want to complete the list. fighting the same Trilobite Warrior for the 5th time now and it still doesn't register i killed it.
not bad a game, a few minor points tho:
if you have the 20% attackspeed upgrade and upgrade the air+ground tower its speed goes from .90 to .85, the second upgrade becomes 1.05.
Towers dont attack the furthest enemy, they just fire at will.
Every time you launch wave 24/26 in lvl 17, the game gets stuck and keeps loading, no mobs apear tho.
There is no reason @ all to make anything but the 3rd tower, the 1st and 2nd towers damage would have to increase alot to have any purpose.
The "void" gem is incredibly weak even tho reserching it is the most expensive, even sticking a basic gem into the tower gives more dmg. I think that you forgot to make it add min and max dmg.
completed the game with angel without problems, only time i died (and did so twice) was on the last boss, but as i had loads of lives by then (and my float guns kept atacking it) the boss met its fate soon after
RiP atlast, 11 levels without summoning or healing until they managed to kill a non golem party member (cleric in this case) rest followed soon.
fun fact: my ranger, warr and 2 golems had 50% reduced dmg done since before the lvl 40 mark)
sceptism is a good thing barmaley, reason for not beeing on the high score list is that i played the game a while ago, but since you are so list focused you can check again and i should be there. was more tedious to die then to survive, stopped healing @ wave 45 and still almost on full hp @ wave 50 (ranger buff ftw), lets see when my party finaly dies
survival mode works like a charm with: warrior, conjurer, ranger, cleric.
warr in front and all points+ gear pointed towards survival, he is there to soak hits together with the summoners minions
cleric and conjurer = all stat points in int
ranger all in dex
1st round: kill all but 1 enemy, summon the golems and aply all buffs your party can produce on every single party member (including summons), if ppl have a curse let the cleric spam the group heal until it fades (make sure to give him high regen) repeat this proces incase some1 died or a conjured minnion had to be replaced.
did a test again (in the not so vast forrest map) and seems mobs can be damaged after getting their hp reduced to 1 hp max, however it seemed like the mages that did damage the snake there before (poison, 1 step before destructor option) where unable to damage the 1hp snake, a destructor with the 85gp upgrade however was. yes i know the snake is strong vs poison, but it was damaged by those 50gp upgrade mages before
Thanks for the bug report! Yes this was noted by an earlier player, however I decided that playing that way would be *so* tedious that I can't see anyone bothering!