nerdook please allow us to permanently unlock the ability to select any upgrade from level 1. It doesn't make sense that we are allowed respec midway into the game for coins and skip the abilities we don't want, but have to use coins to do so. Just feels like very slipshod design. Either unlock skills based on points spent so far, or let the skills permanently unlock!
If i turn off grabbing BLue coloured equipment can I still get purpled equipment? I wish the game let me filter equipment I OBVIOUSLY won't be using -.-;;;;;
Omg I DID IT. DIAMOND ON STAGE 12 + BADGE! Huddling everyone in the first turn to lure all the small creeps into tight bunches to destroy with flamethrowers/bombs did the trick!
We just tested the badge again, we finished mission 12 in 7 turns with 66 damage. Skills : flamethrower, compressed fuel, lightweight materials, sentinel, shield program, nanolongevity, nanoreconfiguration I & II, explosive bomb, high-tech explosives, bigger ammo clip II, ammo upgrade II (30 points). But maybe we'll simplify it if no one gets the badge.
This kind of bugs happens once in a while and they're very rare, so very difficult to track and reproduce. When we encounter them on debug mode, we correct them, so hopefully one day they'll disappear completely !
I encountered a bug - I skipped mission 8 (completing 5, 6 and 7). After I completed the game I went and did mission 8 and got Diamond immediately, and was not awarded the badge for completing the B missions.
Tips:
1) Expand aggressively at the start before waves that are too huge to defend against come. 2) Unrecruited people (blue person icons) are untapped resources, so don't conquer squares until you recruit everyone on that square.
3) Zombies don't attack every night. If it says you have 25% chance of suffering losses _if_ they attack, your chances of actually losing something is much lower, like 10%.
4) 11 points of building power lets you capture squares in a single turn, so aim towards that, once you can do that, make sure you capture every turn and carry some other people along to make them good builders faster (than by training in school).
5) Expand in a single direction until you reach the perimeter. This drastically reduces the number of zombies surrounding your fort at a single time.
A great pairing of diablo-style RPG elements with the regular point and click defense game. Yet somewhat blemished by imbalances. Namely Entangler farming. This game would be much better if the game was balanced for a much harder difficulty (with an easier difficulties for casual players) where such a way that you actually need to make utilize all the forms rather than just your strongest forms. That way, players can feel a sense of vulnerability whenever they're required to use the forms they used/upgraded less.
You always get epics.