sometimes during an invasion your dragons use their special skills against yourself. I noticed that my brown serpent would consistently use his rock attack against your own team, significantly damaging your shielf.
The highest value upgrades that make the most difference are: The last level of reinforcements (they throw javelins, making them basically summonable rangers hideouts, place them behind your barrack soldiers because their bows do a ton more damage than their swords), the first level of raining fire, which only costs 1 star but doubles the power of your raining fire. Almost every upgrade in the warriors tree, because that extra health for blockade becomes so much more important later on. Archer upgrades seem to have terrible value for the stars they cost (10% cost reduction? a rare chance of firing 2 arrows at once, at most buffing dps by like only 10%?) but it may just be preference.
Great game, but very buggy in a lot of areas (after a major finish and a rankup at the same time in multiplayer, the "supermechs" transition screen clamps down and then never goes up again, forcing refresh) and not enough playerbase or campaign to have a good amount of content. There are also design flaws (for example, if you click 2v2 without a second mech prepared, it will say "your mech is not ready" and then display a button "go to workshop". When this happens, you can't click away, you HAVE to go all the way to the workshop then come back to the PVP menu.)
NEEDS a better system for finding bids. Right now, you can only find an item if you input the exact level, exact rarity, and exact item type. There should be a menu for all the latest bids, as well as a sort system that allows you to select an "any" option for any of the fields, or an ordering system that lists weapons based on affordability/level/etc.
Finally, I'm seeing some people complain about some stuff. People wanted a x5 and x10 add crew member button, but if you hold the button down it will after a short amount of time put crew members there very rapidly.
Also, has anyone else noticed that the whole game is about going to every planet to wipe out all natives and bringing the entire universe under your reign? There's soldiers everywhere in the intro and during missions/on ship, the report of every mission is about what type of natives they killed, everyone gives salutes, there's a distinct dictatorial feel to the music and intro etc.
While the gameplay is 4/5, what really makes me happy is how smooth and streamlined everything is. Unlike other games, you never reach areas of disconnect or where the style is weird/random. All the buttons are responsive, everything just feel right.
Items drop like crazy so you never run out of ammo, all the spells are overpowered. The freeze spell makes freezes enemies for so long that you always clear the room afterward. The shield spell makes you invulnerable for way too long, meaning you can plow through 2-3 rooms just by slamming into enemies. Poison deals so much dmg, the toughest enemies die in 5 secs. The heal spell spams hearts all over the place, so that you can't die in the entire floor. The drop rate for spells is really high, you almost always get 1-2 per room, plus spells affect the whole room instantly. The first 5 floors don't even require attacks - if you equip crows, you can stand in place while they tear your enemies apart. The boss spawns tons of enemies, and they all drop hearts and ammo. During the boss fight, the floor was COVERED in hearts. It was impossible to die. The entire fight, all weapons had 99+ ammo. Enemies die like cannon fodder. Game balance needs to be seriously readjusted to be more difficult.
Just so new players know, I'm seeing a lot of people who don't think there is actually anything here and quit after the first introduction. There IS actually a game, just stick around, it's a lot larger than you think.
Great, you have an AI that the creator tries to stop by making his levels harder. Only thing I don't understand is why not just shut him off? You don't make an AIs obstacle course harder to stop it ffs
Anyone else notice that the developer specifically made it so that shanking people has a different cool down timer than the rest of the dirty tactics? Never mind the shocking deliberation, but that doesn't seem very equal.