Sorry for that. I am still looking where the problem is and didn't find yet. I see all players have more gold from fields than all fields should generate. and didn't find yet how.
Little problem with the incoming patch. In order to capture a castle, you need the fields around it but, if you have harvested your 500 fields (like i did) and built towers around the place, you have many towers above "unfield" squares. With the patch, the only way to capture the place is to burn all my towers, build the field and eventually rebuild the tower on it. The solution may be to consider a tower build square as "fielded" in order to capture the castle. I hope you do that or I will to have to burn a LOT of tower (and all the action points that go with it).
If you have a Tower, it means under the tower must be a Field. Unless you have resetted your fields.
I hope this is just a temporary problem, later it will be just clear that needs to conquer castle as soon as possible, before resetting the fields.
If i see more players are stuck with this problem, I will take your suggestion :)
I keep giving you my observations. Few improvements possible and bugs:
1) Keeping the multiplicator mode (easy, medium, hard, epic) after reload. 2) when clicking a bit too fast for moving after an action with a unit, I receive the message that the unit has already moved (and it hasnt moved yet).
Thank you.
1) The multiplication I have added because new players mostly increase it and later dont know why the enemies are too strong. Maybe helps if the player has mission level 50+, then it will not decrease on login?
2) That can happens either if you have two windows with the same account, or due to connection errors. Usually you can see the real view if you zoom-in-out. If you played form mobile, maybe it is still running in background? Or from PC other tabs.
3) Easy/medium points and research. So far I cant use my medium points. I guess they would be useful at higher reseach level. The prob is that i will be missing easy points quite soon (and I am at around 800 steps already). If we have to go back in easy mode for thousands of steps, it will be quite unfun and uneasy as the units are starting to get really strong in there.
4) Capturing the castle (and the ability to deploy units there) would solve my points 1) and 2). A conversion between steps points (easy for medium and vice versa, at rates you would need to define) might solve my point 3).
Yes, i've seen the problem with easy reserach points when they are most needed. Actually not sure of it is a huge problem, because if you choose a path for reseraches, you go up and no more needs easy research points. It was made with intention, that you reserach not all equally , but to choose few and go up - so players then are more different. Easy resarch points no need so many(thousands), except of action points reserach, what is the most challenging research. But another strategy - if you unlocked new figure and cant change to higher difficulty for a better figure, you can make difficulty as easy until you level-up the required level. That balances out the need for weaker reserach points.
Capturing the castle was a question for my self - how balance it out. One idea was to let player capture the castle by attacking it once the area is fully occupied. It would be good in this way?
Exchange for reserach points - i had this idea too. WIll implement this too.
Thx for your answer. Well I really enjoy the game so far.
Few more questions/observations tho:
1) Is it possible to destroy walls with another units than pawn? I tried with knights and bishops and I think we cant not.
2) If the answer is no. This is a massive prob. If I have to deploy a pawn everytime I need to open an area, it would cost me TONS of action points (and quite some time). You told me that I could use an ally but it is not a viable option atm.
Thank you for good question! I really expected this question will show up not once.
Short answer why only pawns can destroy - Balancing.
Before a year any figure was able to destroy. And no matter how OP enemy was against a weak player, if weak player has a bishop, he can easily demolish the enemy in few hours. Because of very big armies, fast moves. And seems if only pawns can destroy, it is quite good. Tested my self by playing few months - and it is possible to destroy even a strong player, but needs more strategy then. Yes, needs more action points for that. But after a longer gameplay, you have more action points (if not more - then higher gold income, and gold you can exchange for gems, gems for action points). And there are many strategies how to find weak points of enemy base and how to build your pawn armies.
Nope. (Not yet). But one day possible will be.
But if you join alliance, you can deploy pieces from any allied castle (if ally leader gives permission).
Sorry for that. I am still looking where the problem is and didn't find yet. I see all players have more gold from fields than all fields should generate. and didn't find yet how.